} _plugins
* @memberof PIXI.Loader
* @private
*/
Loader._plugins = [];
/**
* Adds a Loader plugin for the global shared loader and all
* new Loader instances created.
*
* @static
* @method registerPlugin
* @memberof PIXI.Loader
* @param {PIXI.ILoaderPlugin} plugin - The plugin to add
* @return {PIXI.Loader} Reference to PIXI.Loader for chaining
*/
Loader.registerPlugin = function registerPlugin(plugin)
{
Loader._plugins.push(plugin);
if (plugin.add)
{
plugin.add();
}
return Loader;
};
// parse any blob into more usable objects (e.g. Image)
Loader.registerPlugin({ use: resourceLoader.middleware.parsing });
// parse any Image objects into textures
Loader.registerPlugin(TextureLoader);
/**
* Plugin to be installed for handling specific Loader resources.
*
* @memberof PIXI
* @typedef ILoaderPlugin
* @property {function} [add] - Function to call immediate after registering plugin.
* @property {PIXI.Loader.loaderMiddleware} [pre] - Middleware function to run before load, the
* arguments for this are `(resource, next)`
* @property {PIXI.Loader.loaderMiddleware} [use] - Middleware function to run after load, the
* arguments for this are `(resource, next)`
*/
/**
* @memberof PIXI.Loader
* @callback loaderMiddleware
* @param {PIXI.LoaderResource} resource
* @param {function} next
*/
/**
* @memberof PIXI.Loader#
* @member {object} onStart
*/
/**
* @memberof PIXI.Loader#
* @member {object} onProgress
*/
/**
* @memberof PIXI.Loader#
* @member {object} onError
*/
/**
* @memberof PIXI.Loader#
* @member {object} onLoad
*/
/**
* @memberof PIXI.Loader#
* @member {object} onComplete
*/
/**
* Application plugin for supporting loader option. Installing the LoaderPlugin
* is not necessary if using **pixi.js** or **pixi.js-legacy**.
* @example
* import {AppLoaderPlugin} from '@pixi/loaders';
* import {Application} from '@pixi/app';
* Application.registerPlugin(AppLoaderPlugin);
* @class
* @memberof PIXI
*/
var AppLoaderPlugin = function AppLoaderPlugin () {};
AppLoaderPlugin.init = function init (options)
{
options = Object.assign({
sharedLoader: false,
}, options);
/**
* Loader instance to help with asset loading.
* @name PIXI.Application#loader
* @type {PIXI.Loader}
* @readonly
*/
this.loader = options.sharedLoader ? Loader.shared : new Loader();
};
/**
* Called when application destroyed
* @private
*/
AppLoaderPlugin.destroy = function destroy ()
{
if (this.loader)
{
this.loader.destroy();
this.loader = null;
}
};
/**
* Reference to **{@link https://github.com/englercj/resource-loader
* resource-loader}**'s Resource class.
* @see http://englercj.github.io/resource-loader/Resource.html
* @class LoaderResource
* @memberof PIXI
*/
var LoaderResource = resourceLoader.Resource;
exports.AppLoaderPlugin = AppLoaderPlugin;
exports.Loader = Loader;
exports.LoaderResource = LoaderResource;
exports.TextureLoader = TextureLoader;
},{"@pixi/core":7,"@pixi/utils":39,"resource-loader":385}],21:[function(require,module,exports){
/*!
* @pixi/math - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/math is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
/**
* Common interface for points. Both Point and ObservablePoint implement it
* @memberof PIXI
* @interface IPoint
*/
/**
* X coord
* @memberof PIXI.IPoint#
* @member {number} x
*/
/**
* Y coord
* @memberof PIXI.IPoint#
* @member {number} y
*/
/**
* Sets the point to a new x and y position.
* If y is omitted, both x and y will be set to x.
*
* @method set
* @memberof PIXI.IPoint#
* @param {number} [x=0] - position of the point on the x axis
* @param {number} [y=x] - position of the point on the y axis
*/
/**
* Copies x and y from the given point
* @method copyFrom
* @memberof PIXI.IPoint#
* @param {PIXI.IPoint} p - The point to copy from
* @returns {this} Returns itself.
*/
/**
* Copies x and y into the given point
* @method copyTo
* @memberof PIXI.IPoint#
* @param {PIXI.IPoint} p - The point to copy.
* @returns {PIXI.IPoint} Given point with values updated
*/
/**
* Returns true if the given point is equal to this point
*
* @method equals
* @memberof PIXI.IPoint#
* @param {PIXI.IPoint} p - The point to check
* @returns {boolean} Whether the given point equal to this point
*/
/**
* The Point object represents a location in a two-dimensional coordinate system, where x represents
* the horizontal axis and y represents the vertical axis.
*
* @class
* @memberof PIXI
* @implements IPoint
*/
var Point = /** @class */ (function () {
/**
* @param {number} [x=0] - position of the point on the x axis
* @param {number} [y=0] - position of the point on the y axis
*/
function Point(x, y) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
/**
* @member {number}
* @default 0
*/
this.x = x;
/**
* @member {number}
* @default 0
*/
this.y = y;
}
/**
* Creates a clone of this point
*
* @return {PIXI.Point} a copy of the point
*/
Point.prototype.clone = function () {
return new Point(this.x, this.y);
};
/**
* Copies x and y from the given point
*
* @param {PIXI.IPoint} p - The point to copy from
* @returns {this} Returns itself.
*/
Point.prototype.copyFrom = function (p) {
this.set(p.x, p.y);
return this;
};
/**
* Copies x and y into the given point
*
* @param {PIXI.IPoint} p - The point to copy.
* @returns {PIXI.IPoint} Given point with values updated
*/
Point.prototype.copyTo = function (p) {
p.set(this.x, this.y);
return p;
};
/**
* Returns true if the given point is equal to this point
*
* @param {PIXI.IPoint} p - The point to check
* @returns {boolean} Whether the given point equal to this point
*/
Point.prototype.equals = function (p) {
return (p.x === this.x) && (p.y === this.y);
};
/**
* Sets the point to a new x and y position.
* If y is omitted, both x and y will be set to x.
*
* @param {number} [x=0] - position of the point on the x axis
* @param {number} [y=x] - position of the point on the y axis
* @returns {this} Returns itself.
*/
Point.prototype.set = function (x, y) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = x; }
this.x = x;
this.y = y;
return this;
};
return Point;
}());
/**
* The Point object represents a location in a two-dimensional coordinate system, where x represents
* the horizontal axis and y represents the vertical axis.
*
* An ObservablePoint is a point that triggers a callback when the point's position is changed.
*
* @class
* @memberof PIXI
* @implements IPoint
*/
var ObservablePoint = /** @class */ (function () {
/**
* @param {Function} cb - callback when changed
* @param {object} scope - owner of callback
* @param {number} [x=0] - position of the point on the x axis
* @param {number} [y=0] - position of the point on the y axis
*/
function ObservablePoint(cb, scope, x, y) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
this._x = x;
this._y = y;
this.cb = cb;
this.scope = scope;
}
/**
* Creates a clone of this point.
* The callback and scope params can be overidden otherwise they will default
* to the clone object's values.
*
* @override
* @param {Function} [cb=null] - callback when changed
* @param {object} [scope=null] - owner of callback
* @return {PIXI.ObservablePoint} a copy of the point
*/
ObservablePoint.prototype.clone = function (cb, scope) {
if (cb === void 0) { cb = this.cb; }
if (scope === void 0) { scope = this.scope; }
return new ObservablePoint(cb, scope, this._x, this._y);
};
/**
* Sets the point to a new x and y position.
* If y is omitted, both x and y will be set to x.
*
* @param {number} [x=0] - position of the point on the x axis
* @param {number} [y=x] - position of the point on the y axis
* @returns {this} Returns itself.
*/
ObservablePoint.prototype.set = function (x, y) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = x; }
if (this._x !== x || this._y !== y) {
this._x = x;
this._y = y;
this.cb.call(this.scope);
}
return this;
};
/**
* Copies x and y from the given point
*
* @param {PIXI.IPoint} p - The point to copy from.
* @returns {this} Returns itself.
*/
ObservablePoint.prototype.copyFrom = function (p) {
if (this._x !== p.x || this._y !== p.y) {
this._x = p.x;
this._y = p.y;
this.cb.call(this.scope);
}
return this;
};
/**
* Copies x and y into the given point
*
* @param {PIXI.IPoint} p - The point to copy.
* @returns {PIXI.IPoint} Given point with values updated
*/
ObservablePoint.prototype.copyTo = function (p) {
p.set(this._x, this._y);
return p;
};
/**
* Returns true if the given point is equal to this point
*
* @param {PIXI.IPoint} p - The point to check
* @returns {boolean} Whether the given point equal to this point
*/
ObservablePoint.prototype.equals = function (p) {
return (p.x === this._x) && (p.y === this._y);
};
Object.defineProperty(ObservablePoint.prototype, "x", {
/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
*
* @member {number}
*/
get: function () {
return this._x;
},
set: function (value) {
if (this._x !== value) {
this._x = value;
this.cb.call(this.scope);
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(ObservablePoint.prototype, "y", {
/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
*
* @member {number}
*/
get: function () {
return this._y;
},
set: function (value) {
if (this._y !== value) {
this._y = value;
this.cb.call(this.scope);
}
},
enumerable: true,
configurable: true
});
return ObservablePoint;
}());
/**
* Two Pi.
*
* @static
* @constant {number} PI_2
* @memberof PIXI
*/
var PI_2 = Math.PI * 2;
/**
* Conversion factor for converting radians to degrees.
*
* @static
* @constant {number} RAD_TO_DEG
* @memberof PIXI
*/
var RAD_TO_DEG = 180 / Math.PI;
/**
* Conversion factor for converting degrees to radians.
*
* @static
* @constant {number} DEG_TO_RAD
* @memberof PIXI
*/
var DEG_TO_RAD = Math.PI / 180;
(function (SHAPES) {
SHAPES[SHAPES["POLY"] = 0] = "POLY";
SHAPES[SHAPES["RECT"] = 1] = "RECT";
SHAPES[SHAPES["CIRC"] = 2] = "CIRC";
SHAPES[SHAPES["ELIP"] = 3] = "ELIP";
SHAPES[SHAPES["RREC"] = 4] = "RREC";
})(exports.SHAPES || (exports.SHAPES = {}));
/**
* Constants that identify shapes, mainly to prevent `instanceof` calls.
*
* @static
* @constant
* @name SHAPES
* @memberof PIXI
* @type {enum}
* @property {number} POLY Polygon
* @property {number} RECT Rectangle
* @property {number} CIRC Circle
* @property {number} ELIP Ellipse
* @property {number} RREC Rounded Rectangle
* @enum {number}
*/
/**
* The PixiJS Matrix as a class makes it a lot faster.
*
* Here is a representation of it:
* ```js
* | a | c | tx|
* | b | d | ty|
* | 0 | 0 | 1 |
* ```
* @class
* @memberof PIXI
*/
var Matrix = /** @class */ (function () {
/**
* @param {number} [a=1] - x scale
* @param {number} [b=0] - x skew
* @param {number} [c=0] - y skew
* @param {number} [d=1] - y scale
* @param {number} [tx=0] - x translation
* @param {number} [ty=0] - y translation
*/
function Matrix(a, b, c, d, tx, ty) {
if (a === void 0) { a = 1; }
if (b === void 0) { b = 0; }
if (c === void 0) { c = 0; }
if (d === void 0) { d = 1; }
if (tx === void 0) { tx = 0; }
if (ty === void 0) { ty = 0; }
this.array = null;
/**
* @member {number}
* @default 1
*/
this.a = a;
/**
* @member {number}
* @default 0
*/
this.b = b;
/**
* @member {number}
* @default 0
*/
this.c = c;
/**
* @member {number}
* @default 1
*/
this.d = d;
/**
* @member {number}
* @default 0
*/
this.tx = tx;
/**
* @member {number}
* @default 0
*/
this.ty = ty;
}
/**
* Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:
*
* a = array[0]
* b = array[1]
* c = array[3]
* d = array[4]
* tx = array[2]
* ty = array[5]
*
* @param {number[]} array - The array that the matrix will be populated from.
*/
Matrix.prototype.fromArray = function (array) {
this.a = array[0];
this.b = array[1];
this.c = array[3];
this.d = array[4];
this.tx = array[2];
this.ty = array[5];
};
/**
* sets the matrix properties
*
* @param {number} a - Matrix component
* @param {number} b - Matrix component
* @param {number} c - Matrix component
* @param {number} d - Matrix component
* @param {number} tx - Matrix component
* @param {number} ty - Matrix component
*
* @return {PIXI.Matrix} This matrix. Good for chaining method calls.
*/
Matrix.prototype.set = function (a, b, c, d, tx, ty) {
this.a = a;
this.b = b;
this.c = c;
this.d = d;
this.tx = tx;
this.ty = ty;
return this;
};
/**
* Creates an array from the current Matrix object.
*
* @param {boolean} transpose - Whether we need to transpose the matrix or not
* @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out
* @return {number[]} the newly created array which contains the matrix
*/
Matrix.prototype.toArray = function (transpose, out) {
if (!this.array) {
this.array = new Float32Array(9);
}
var array = out || this.array;
if (transpose) {
array[0] = this.a;
array[1] = this.b;
array[2] = 0;
array[3] = this.c;
array[4] = this.d;
array[5] = 0;
array[6] = this.tx;
array[7] = this.ty;
array[8] = 1;
}
else {
array[0] = this.a;
array[1] = this.c;
array[2] = this.tx;
array[3] = this.b;
array[4] = this.d;
array[5] = this.ty;
array[6] = 0;
array[7] = 0;
array[8] = 1;
}
return array;
};
/**
* Get a new position with the current transformation applied.
* Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)
*
* @param {PIXI.Point} pos - The origin
* @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)
* @return {PIXI.Point} The new point, transformed through this matrix
*/
Matrix.prototype.apply = function (pos, newPos) {
newPos = newPos || new Point();
var x = pos.x;
var y = pos.y;
newPos.x = (this.a * x) + (this.c * y) + this.tx;
newPos.y = (this.b * x) + (this.d * y) + this.ty;
return newPos;
};
/**
* Get a new position with the inverse of the current transformation applied.
* Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)
*
* @param {PIXI.Point} pos - The origin
* @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)
* @return {PIXI.Point} The new point, inverse-transformed through this matrix
*/
Matrix.prototype.applyInverse = function (pos, newPos) {
newPos = newPos || new Point();
var id = 1 / ((this.a * this.d) + (this.c * -this.b));
var x = pos.x;
var y = pos.y;
newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);
newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);
return newPos;
};
/**
* Translates the matrix on the x and y.
*
* @param {number} x How much to translate x by
* @param {number} y How much to translate y by
* @return {PIXI.Matrix} This matrix. Good for chaining method calls.
*/
Matrix.prototype.translate = function (x, y) {
this.tx += x;
this.ty += y;
return this;
};
/**
* Applies a scale transformation to the matrix.
*
* @param {number} x The amount to scale horizontally
* @param {number} y The amount to scale vertically
* @return {PIXI.Matrix} This matrix. Good for chaining method calls.
*/
Matrix.prototype.scale = function (x, y) {
this.a *= x;
this.d *= y;
this.c *= x;
this.b *= y;
this.tx *= x;
this.ty *= y;
return this;
};
/**
* Applies a rotation transformation to the matrix.
*
* @param {number} angle - The angle in radians.
* @return {PIXI.Matrix} This matrix. Good for chaining method calls.
*/
Matrix.prototype.rotate = function (angle) {
var cos = Math.cos(angle);
var sin = Math.sin(angle);
var a1 = this.a;
var c1 = this.c;
var tx1 = this.tx;
this.a = (a1 * cos) - (this.b * sin);
this.b = (a1 * sin) + (this.b * cos);
this.c = (c1 * cos) - (this.d * sin);
this.d = (c1 * sin) + (this.d * cos);
this.tx = (tx1 * cos) - (this.ty * sin);
this.ty = (tx1 * sin) + (this.ty * cos);
return this;
};
/**
* Appends the given Matrix to this Matrix.
*
* @param {PIXI.Matrix} matrix - The matrix to append.
* @return {PIXI.Matrix} This matrix. Good for chaining method calls.
*/
Matrix.prototype.append = function (matrix) {
var a1 = this.a;
var b1 = this.b;
var c1 = this.c;
var d1 = this.d;
this.a = (matrix.a * a1) + (matrix.b * c1);
this.b = (matrix.a * b1) + (matrix.b * d1);
this.c = (matrix.c * a1) + (matrix.d * c1);
this.d = (matrix.c * b1) + (matrix.d * d1);
this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;
this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;
return this;
};
/**
* Sets the matrix based on all the available properties
*
* @param {number} x - Position on the x axis
* @param {number} y - Position on the y axis
* @param {number} pivotX - Pivot on the x axis
* @param {number} pivotY - Pivot on the y axis
* @param {number} scaleX - Scale on the x axis
* @param {number} scaleY - Scale on the y axis
* @param {number} rotation - Rotation in radians
* @param {number} skewX - Skew on the x axis
* @param {number} skewY - Skew on the y axis
* @return {PIXI.Matrix} This matrix. Good for chaining method calls.
*/
Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {
this.a = Math.cos(rotation + skewY) * scaleX;
this.b = Math.sin(rotation + skewY) * scaleX;
this.c = -Math.sin(rotation - skewX) * scaleY;
this.d = Math.cos(rotation - skewX) * scaleY;
this.tx = x - ((pivotX * this.a) + (pivotY * this.c));
this.ty = y - ((pivotX * this.b) + (pivotY * this.d));
return this;
};
/**
* Prepends the given Matrix to this Matrix.
*
* @param {PIXI.Matrix} matrix - The matrix to prepend
* @return {PIXI.Matrix} This matrix. Good for chaining method calls.
*/
Matrix.prototype.prepend = function (matrix) {
var tx1 = this.tx;
if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {
var a1 = this.a;
var c1 = this.c;
this.a = (a1 * matrix.a) + (this.b * matrix.c);
this.b = (a1 * matrix.b) + (this.b * matrix.d);
this.c = (c1 * matrix.a) + (this.d * matrix.c);
this.d = (c1 * matrix.b) + (this.d * matrix.d);
}
this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;
this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;
return this;
};
/**
* Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.
*
* @param {PIXI.Transform} transform - The transform to apply the properties to.
* @return {PIXI.Transform} The transform with the newly applied properties
*/
Matrix.prototype.decompose = function (transform) {
// sort out rotation / skew..
var a = this.a;
var b = this.b;
var c = this.c;
var d = this.d;
var skewX = -Math.atan2(-c, d);
var skewY = Math.atan2(b, a);
var delta = Math.abs(skewX + skewY);
if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {
transform.rotation = skewY;
transform.skew.x = transform.skew.y = 0;
}
else {
transform.rotation = 0;
transform.skew.x = skewX;
transform.skew.y = skewY;
}
// next set scale
transform.scale.x = Math.sqrt((a * a) + (b * b));
transform.scale.y = Math.sqrt((c * c) + (d * d));
// next set position
transform.position.x = this.tx;
transform.position.y = this.ty;
return transform;
};
/**
* Inverts this matrix
*
* @return {PIXI.Matrix} This matrix. Good for chaining method calls.
*/
Matrix.prototype.invert = function () {
var a1 = this.a;
var b1 = this.b;
var c1 = this.c;
var d1 = this.d;
var tx1 = this.tx;
var n = (a1 * d1) - (b1 * c1);
this.a = d1 / n;
this.b = -b1 / n;
this.c = -c1 / n;
this.d = a1 / n;
this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;
this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;
return this;
};
/**
* Resets this Matrix to an identity (default) matrix.
*
* @return {PIXI.Matrix} This matrix. Good for chaining method calls.
*/
Matrix.prototype.identity = function () {
this.a = 1;
this.b = 0;
this.c = 0;
this.d = 1;
this.tx = 0;
this.ty = 0;
return this;
};
/**
* Creates a new Matrix object with the same values as this one.
*
* @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.
*/
Matrix.prototype.clone = function () {
var matrix = new Matrix();
matrix.a = this.a;
matrix.b = this.b;
matrix.c = this.c;
matrix.d = this.d;
matrix.tx = this.tx;
matrix.ty = this.ty;
return matrix;
};
/**
* Changes the values of the given matrix to be the same as the ones in this matrix
*
* @param {PIXI.Matrix} matrix - The matrix to copy to.
* @return {PIXI.Matrix} The matrix given in parameter with its values updated.
*/
Matrix.prototype.copyTo = function (matrix) {
matrix.a = this.a;
matrix.b = this.b;
matrix.c = this.c;
matrix.d = this.d;
matrix.tx = this.tx;
matrix.ty = this.ty;
return matrix;
};
/**
* Changes the values of the matrix to be the same as the ones in given matrix
*
* @param {PIXI.Matrix} matrix - The matrix to copy from.
* @return {PIXI.Matrix} this
*/
Matrix.prototype.copyFrom = function (matrix) {
this.a = matrix.a;
this.b = matrix.b;
this.c = matrix.c;
this.d = matrix.d;
this.tx = matrix.tx;
this.ty = matrix.ty;
return this;
};
Object.defineProperty(Matrix, "IDENTITY", {
/**
* A default (identity) matrix
*
* @static
* @const
* @member {PIXI.Matrix}
*/
get: function () {
return new Matrix();
},
enumerable: true,
configurable: true
});
Object.defineProperty(Matrix, "TEMP_MATRIX", {
/**
* A temp matrix
*
* @static
* @const
* @member {PIXI.Matrix}
*/
get: function () {
return new Matrix();
},
enumerable: true,
configurable: true
});
return Matrix;
}());
// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group
/*
* Transform matrix for operation n is:
* | ux | vx |
* | uy | vy |
*/
var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];
var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];
var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];
var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];
/**
* [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}
* for the composition of each rotation in the dihederal group D8.
*
* @type number[][]
* @private
*/
var rotationCayley = [];
/**
* Matrices for each `GD8Symmetry` rotation.
*
* @type Matrix[]
* @private
*/
var rotationMatrices = [];
/*
* Alias for {@code Math.sign}.
*/
var signum = Math.sign;
/*
* Initializes `rotationCayley` and `rotationMatrices`. It is called
* only once below.
*/
function init() {
for (var i = 0; i < 16; i++) {
var row = [];
rotationCayley.push(row);
for (var j = 0; j < 16; j++) {
/* Multiplies rotation matrices i and j. */
var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));
var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));
var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));
var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));
/* Finds rotation matrix matching the product and pushes it. */
for (var k = 0; k < 16; k++) {
if (ux[k] === _ux && uy[k] === _uy
&& vx[k] === _vx && vy[k] === _vy) {
row.push(k);
break;
}
}
}
}
for (var i = 0; i < 16; i++) {
var mat = new Matrix();
mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);
rotationMatrices.push(mat);
}
}
init();
/**
* @memberof PIXI
* @typedef {number} GD8Symmetry
* @see PIXI.groupD8
*/
/**
* Implements the dihedral group D8, which is similar to
* [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};
* D8 is the same but with diagonals, and it is used for texture
* rotations.
*
* The directions the U- and V- axes after rotation
* of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`
* and `(vX(a), vY(a))`. These aren't necessarily unit vectors.
*
* **Origin:**
* This is the small part of gameofbombs.com portal system. It works.
*
* @see PIXI.groupD8.E
* @see PIXI.groupD8.SE
* @see PIXI.groupD8.S
* @see PIXI.groupD8.SW
* @see PIXI.groupD8.W
* @see PIXI.groupD8.NW
* @see PIXI.groupD8.N
* @see PIXI.groupD8.NE
* @author Ivan @ivanpopelyshev
* @namespace PIXI.groupD8
* @memberof PIXI
*/
var groupD8 = {
/**
* | Rotation | Direction |
* |----------|-----------|
* | 0° | East |
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
E: 0,
/**
* | Rotation | Direction |
* |----------|-----------|
* | 45°↻ | Southeast |
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
SE: 1,
/**
* | Rotation | Direction |
* |----------|-----------|
* | 90°↻ | South |
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
S: 2,
/**
* | Rotation | Direction |
* |----------|-----------|
* | 135°↻ | Southwest |
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
SW: 3,
/**
* | Rotation | Direction |
* |----------|-----------|
* | 180° | West |
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
W: 4,
/**
* | Rotation | Direction |
* |-------------|--------------|
* | -135°/225°↻ | Northwest |
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
NW: 5,
/**
* | Rotation | Direction |
* |-------------|--------------|
* | -90°/270°↻ | North |
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
N: 6,
/**
* | Rotation | Direction |
* |-------------|--------------|
* | -45°/315°↻ | Northeast |
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
NE: 7,
/**
* Reflection about Y-axis.
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
MIRROR_VERTICAL: 8,
/**
* Reflection about the main diagonal.
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
MAIN_DIAGONAL: 10,
/**
* Reflection about X-axis.
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
MIRROR_HORIZONTAL: 12,
/**
* Reflection about reverse diagonal.
*
* @memberof PIXI.groupD8
* @constant {PIXI.GD8Symmetry}
*/
REVERSE_DIAGONAL: 14,
/**
* @memberof PIXI.groupD8
* @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
* @return {PIXI.GD8Symmetry} The X-component of the U-axis
* after rotating the axes.
*/
uX: function (ind) { return ux[ind]; },
/**
* @memberof PIXI.groupD8
* @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
* @return {PIXI.GD8Symmetry} The Y-component of the U-axis
* after rotating the axes.
*/
uY: function (ind) { return uy[ind]; },
/**
* @memberof PIXI.groupD8
* @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
* @return {PIXI.GD8Symmetry} The X-component of the V-axis
* after rotating the axes.
*/
vX: function (ind) { return vx[ind]; },
/**
* @memberof PIXI.groupD8
* @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
* @return {PIXI.GD8Symmetry} The Y-component of the V-axis
* after rotating the axes.
*/
vY: function (ind) { return vy[ind]; },
/**
* @memberof PIXI.groupD8
* @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite
* is needed. Only rotations have opposite symmetries while
* reflections don't.
* @return {PIXI.GD8Symmetry} The opposite symmetry of `rotation`
*/
inv: function (rotation) {
if (rotation & 8) // true only if between 8 & 15 (reflections)
{
return rotation & 15; // or rotation % 16
}
return (-rotation) & 7; // or (8 - rotation) % 8
},
/**
* Composes the two D8 operations.
*
* Taking `^` as reflection:
*
* | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |
* |-------|-----|-----|-----|-----|------|-------|-------|-------|
* | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |
* | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |
* | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |
* | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |
* | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |
* | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |
* | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |
* | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |
*
* [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}
* @memberof PIXI.groupD8
* @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which
* is the row in the above cayley table.
* @param {PIXI.GD8Symmetry} rotationFirst - First operation, which
* is the column in the above cayley table.
* @return {PIXI.GD8Symmetry} Composed operation
*/
add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },
/**
* Reverse of `add`.
*
* @memberof PIXI.groupD8
* @param {PIXI.GD8Symmetry} rotationSecond - Second operation
* @param {PIXI.GD8Symmetry} rotationFirst - First operation
* @return {PIXI.GD8Symmetry} Result
*/
sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },
/**
* Adds 180 degrees to rotation, which is a commutative
* operation.
*
* @memberof PIXI.groupD8
* @param {number} rotation - The number to rotate.
* @returns {number} Rotated number
*/
rotate180: function (rotation) { return rotation ^ 4; },
/**
* Checks if the rotation angle is vertical, i.e. south
* or north. It doesn't work for reflections.
*
* @memberof PIXI.groupD8
* @param {PIXI.GD8Symmetry} rotation - The number to check.
* @returns {boolean} Whether or not the direction is vertical
*/
isVertical: function (rotation) { return (rotation & 3) === 2; },
/**
* Approximates the vector `V(dx,dy)` into one of the
* eight directions provided by `groupD8`.
*
* @memberof PIXI.groupD8
* @param {number} dx - X-component of the vector
* @param {number} dy - Y-component of the vector
* @return {PIXI.GD8Symmetry} Approximation of the vector into
* one of the eight symmetries.
*/
byDirection: function (dx, dy) {
if (Math.abs(dx) * 2 <= Math.abs(dy)) {
if (dy >= 0) {
return groupD8.S;
}
return groupD8.N;
}
else if (Math.abs(dy) * 2 <= Math.abs(dx)) {
if (dx > 0) {
return groupD8.E;
}
return groupD8.W;
}
else if (dy > 0) {
if (dx > 0) {
return groupD8.SE;
}
return groupD8.SW;
}
else if (dx > 0) {
return groupD8.NE;
}
return groupD8.NW;
},
/**
* Helps sprite to compensate texture packer rotation.
*
* @memberof PIXI.groupD8
* @param {PIXI.Matrix} matrix - sprite world matrix
* @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.
* @param {number} tx - sprite anchoring
* @param {number} ty - sprite anchoring
*/
matrixAppendRotationInv: function (matrix, rotation, tx, ty) {
if (tx === void 0) { tx = 0; }
if (ty === void 0) { ty = 0; }
// Packer used "rotation", we use "inv(rotation)"
var mat = rotationMatrices[groupD8.inv(rotation)];
mat.tx = tx;
mat.ty = ty;
matrix.append(mat);
},
};
/**
* Transform that takes care about its versions
*
* @class
* @memberof PIXI
*/
var Transform = /** @class */ (function () {
function Transform() {
/**
* The world transformation matrix.
*
* @member {PIXI.Matrix}
*/
this.worldTransform = new Matrix();
/**
* The local transformation matrix.
*
* @member {PIXI.Matrix}
*/
this.localTransform = new Matrix();
/**
* The coordinate of the object relative to the local coordinates of the parent.
*
* @member {PIXI.ObservablePoint}
*/
this.position = new ObservablePoint(this.onChange, this, 0, 0);
/**
* The scale factor of the object.
*
* @member {PIXI.ObservablePoint}
*/
this.scale = new ObservablePoint(this.onChange, this, 1, 1);
/**
* The pivot point of the displayObject that it rotates around.
*
* @member {PIXI.ObservablePoint}
*/
this.pivot = new ObservablePoint(this.onChange, this, 0, 0);
/**
* The skew amount, on the x and y axis.
*
* @member {PIXI.ObservablePoint}
*/
this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);
/**
* The rotation amount.
*
* @protected
* @member {number}
*/
this._rotation = 0;
/**
* The X-coordinate value of the normalized local X axis,
* the first column of the local transformation matrix without a scale.
*
* @protected
* @member {number}
*/
this._cx = 1;
/**
* The Y-coordinate value of the normalized local X axis,
* the first column of the local transformation matrix without a scale.
*
* @protected
* @member {number}
*/
this._sx = 0;
/**
* The X-coordinate value of the normalized local Y axis,
* the second column of the local transformation matrix without a scale.
*
* @protected
* @member {number}
*/
this._cy = 0;
/**
* The Y-coordinate value of the normalized local Y axis,
* the second column of the local transformation matrix without a scale.
*
* @protected
* @member {number}
*/
this._sy = 1;
/**
* The locally unique ID of the local transform.
*
* @protected
* @member {number}
*/
this._localID = 0;
/**
* The locally unique ID of the local transform
* used to calculate the current local transformation matrix.
*
* @protected
* @member {number}
*/
this._currentLocalID = 0;
/**
* The locally unique ID of the world transform.
*
* @protected
* @member {number}
*/
this._worldID = 0;
/**
* The locally unique ID of the parent's world transform
* used to calculate the current world transformation matrix.
*
* @protected
* @member {number}
*/
this._parentID = 0;
}
/**
* Called when a value changes.
*
* @protected
*/
Transform.prototype.onChange = function () {
this._localID++;
};
/**
* Called when the skew or the rotation changes.
*
* @protected
*/
Transform.prototype.updateSkew = function () {
this._cx = Math.cos(this._rotation + this.skew.y);
this._sx = Math.sin(this._rotation + this.skew.y);
this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2
this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2
this._localID++;
};
/**
* Updates the local transformation matrix.
*/
Transform.prototype.updateLocalTransform = function () {
var lt = this.localTransform;
if (this._localID !== this._currentLocalID) {
// get the matrix values of the displayobject based on its transform properties..
lt.a = this._cx * this.scale.x;
lt.b = this._sx * this.scale.x;
lt.c = this._cy * this.scale.y;
lt.d = this._sy * this.scale.y;
lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));
lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));
this._currentLocalID = this._localID;
// force an update..
this._parentID = -1;
}
};
/**
* Updates the local and the world transformation matrices.
*
* @param {PIXI.Transform} parentTransform - The parent transform
*/
Transform.prototype.updateTransform = function (parentTransform) {
var lt = this.localTransform;
if (this._localID !== this._currentLocalID) {
// get the matrix values of the displayobject based on its transform properties..
lt.a = this._cx * this.scale.x;
lt.b = this._sx * this.scale.x;
lt.c = this._cy * this.scale.y;
lt.d = this._sy * this.scale.y;
lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));
lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));
this._currentLocalID = this._localID;
// force an update..
this._parentID = -1;
}
if (this._parentID !== parentTransform._worldID) {
// concat the parent matrix with the objects transform.
var pt = parentTransform.worldTransform;
var wt = this.worldTransform;
wt.a = (lt.a * pt.a) + (lt.b * pt.c);
wt.b = (lt.a * pt.b) + (lt.b * pt.d);
wt.c = (lt.c * pt.a) + (lt.d * pt.c);
wt.d = (lt.c * pt.b) + (lt.d * pt.d);
wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;
wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;
this._parentID = parentTransform._worldID;
// update the id of the transform..
this._worldID++;
}
};
/**
* Decomposes a matrix and sets the transforms properties based on it.
*
* @param {PIXI.Matrix} matrix - The matrix to decompose
*/
Transform.prototype.setFromMatrix = function (matrix) {
matrix.decompose(this);
this._localID++;
};
Object.defineProperty(Transform.prototype, "rotation", {
/**
* The rotation of the object in radians.
*
* @member {number}
*/
get: function () {
return this._rotation;
},
set: function (value) {
if (this._rotation !== value) {
this._rotation = value;
this.updateSkew();
}
},
enumerable: true,
configurable: true
});
/**
* A default (identity) transform
*
* @static
* @constant
* @member {PIXI.Transform}
*/
Transform.IDENTITY = new Transform();
return Transform;
}());
/**
* Size object, contains width and height
*
* @memberof PIXI
* @typedef {object} ISize
* @property {number} width - Width component
* @property {number} height - Height component
*/
/**
* Rectangle object is an area defined by its position, as indicated by its top-left corner
* point (x, y) and by its width and its height.
*
* @class
* @memberof PIXI
*/
var Rectangle = /** @class */ (function () {
/**
* @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle
* @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle
* @param {number} [width=0] - The overall width of this rectangle
* @param {number} [height=0] - The overall height of this rectangle
*/
function Rectangle(x, y, width, height) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
if (width === void 0) { width = 0; }
if (height === void 0) { height = 0; }
/**
* @member {number}
* @default 0
*/
this.x = Number(x);
/**
* @member {number}
* @default 0
*/
this.y = Number(y);
/**
* @member {number}
* @default 0
*/
this.width = Number(width);
/**
* @member {number}
* @default 0
*/
this.height = Number(height);
/**
* The type of the object, mainly used to avoid `instanceof` checks
*
* @member {number}
* @readOnly
* @default PIXI.SHAPES.RECT
* @see PIXI.SHAPES
*/
this.type = exports.SHAPES.RECT;
}
Object.defineProperty(Rectangle.prototype, "left", {
/**
* returns the left edge of the rectangle
*
* @member {number}
*/
get: function () {
return this.x;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Rectangle.prototype, "right", {
/**
* returns the right edge of the rectangle
*
* @member {number}
*/
get: function () {
return this.x + this.width;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Rectangle.prototype, "top", {
/**
* returns the top edge of the rectangle
*
* @member {number}
*/
get: function () {
return this.y;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Rectangle.prototype, "bottom", {
/**
* returns the bottom edge of the rectangle
*
* @member {number}
*/
get: function () {
return this.y + this.height;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Rectangle, "EMPTY", {
/**
* A constant empty rectangle.
*
* @static
* @constant
* @member {PIXI.Rectangle}
* @return {PIXI.Rectangle} An empty rectangle
*/
get: function () {
return new Rectangle(0, 0, 0, 0);
},
enumerable: true,
configurable: true
});
/**
* Creates a clone of this Rectangle
*
* @return {PIXI.Rectangle} a copy of the rectangle
*/
Rectangle.prototype.clone = function () {
return new Rectangle(this.x, this.y, this.width, this.height);
};
/**
* Copies another rectangle to this one.
*
* @param {PIXI.Rectangle} rectangle - The rectangle to copy from.
* @return {PIXI.Rectangle} Returns itself.
*/
Rectangle.prototype.copyFrom = function (rectangle) {
this.x = rectangle.x;
this.y = rectangle.y;
this.width = rectangle.width;
this.height = rectangle.height;
return this;
};
/**
* Copies this rectangle to another one.
*
* @param {PIXI.Rectangle} rectangle - The rectangle to copy to.
* @return {PIXI.Rectangle} Returns given parameter.
*/
Rectangle.prototype.copyTo = function (rectangle) {
rectangle.x = this.x;
rectangle.y = this.y;
rectangle.width = this.width;
rectangle.height = this.height;
return rectangle;
};
/**
* Checks whether the x and y coordinates given are contained within this Rectangle
*
* @param {number} x - The X coordinate of the point to test
* @param {number} y - The Y coordinate of the point to test
* @return {boolean} Whether the x/y coordinates are within this Rectangle
*/
Rectangle.prototype.contains = function (x, y) {
if (this.width <= 0 || this.height <= 0) {
return false;
}
if (x >= this.x && x < this.x + this.width) {
if (y >= this.y && y < this.y + this.height) {
return true;
}
}
return false;
};
/**
* Pads the rectangle making it grow in all directions.
* If paddingY is omitted, both paddingX and paddingY will be set to paddingX.
*
* @param {number} [paddingX=0] - The horizontal padding amount.
* @param {number} [paddingY=0] - The vertical padding amount.
* @return {PIXI.Rectangle} Returns itself.
*/
Rectangle.prototype.pad = function (paddingX, paddingY) {
if (paddingX === void 0) { paddingX = 0; }
if (paddingY === void 0) { paddingY = paddingX; }
this.x -= paddingX;
this.y -= paddingY;
this.width += paddingX * 2;
this.height += paddingY * 2;
return this;
};
/**
* Fits this rectangle around the passed one.
*
* @param {PIXI.Rectangle} rectangle - The rectangle to fit.
* @return {PIXI.Rectangle} Returns itself.
*/
Rectangle.prototype.fit = function (rectangle) {
var x1 = Math.max(this.x, rectangle.x);
var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);
var y1 = Math.max(this.y, rectangle.y);
var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);
this.x = x1;
this.width = Math.max(x2 - x1, 0);
this.y = y1;
this.height = Math.max(y2 - y1, 0);
return this;
};
/**
* Enlarges rectangle that way its corners lie on grid
*
* @param {number} [resolution=1] resolution
* @param {number} [eps=0.001] precision
* @return {PIXI.Rectangle} Returns itself.
*/
Rectangle.prototype.ceil = function (resolution, eps) {
if (resolution === void 0) { resolution = 1; }
if (eps === void 0) { eps = 0.001; }
var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;
var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;
this.x = Math.floor((this.x + eps) * resolution) / resolution;
this.y = Math.floor((this.y + eps) * resolution) / resolution;
this.width = x2 - this.x;
this.height = y2 - this.y;
return this;
};
/**
* Enlarges this rectangle to include the passed rectangle.
*
* @param {PIXI.Rectangle} rectangle - The rectangle to include.
* @return {PIXI.Rectangle} Returns itself.
*/
Rectangle.prototype.enlarge = function (rectangle) {
var x1 = Math.min(this.x, rectangle.x);
var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);
var y1 = Math.min(this.y, rectangle.y);
var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);
this.x = x1;
this.width = x2 - x1;
this.y = y1;
this.height = y2 - y1;
return this;
};
return Rectangle;
}());
/**
* The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.
*
* @class
* @memberof PIXI
*/
var Circle = /** @class */ (function () {
/**
* @param {number} [x=0] - The X coordinate of the center of this circle
* @param {number} [y=0] - The Y coordinate of the center of this circle
* @param {number} [radius=0] - The radius of the circle
*/
function Circle(x, y, radius) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
if (radius === void 0) { radius = 0; }
/**
* @member {number}
* @default 0
*/
this.x = x;
/**
* @member {number}
* @default 0
*/
this.y = y;
/**
* @member {number}
* @default 0
*/
this.radius = radius;
/**
* The type of the object, mainly used to avoid `instanceof` checks
*
* @member {number}
* @readOnly
* @default PIXI.SHAPES.CIRC
* @see PIXI.SHAPES
*/
this.type = exports.SHAPES.CIRC;
}
/**
* Creates a clone of this Circle instance
*
* @return {PIXI.Circle} a copy of the Circle
*/
Circle.prototype.clone = function () {
return new Circle(this.x, this.y, this.radius);
};
/**
* Checks whether the x and y coordinates given are contained within this circle
*
* @param {number} x - The X coordinate of the point to test
* @param {number} y - The Y coordinate of the point to test
* @return {boolean} Whether the x/y coordinates are within this Circle
*/
Circle.prototype.contains = function (x, y) {
if (this.radius <= 0) {
return false;
}
var r2 = this.radius * this.radius;
var dx = (this.x - x);
var dy = (this.y - y);
dx *= dx;
dy *= dy;
return (dx + dy <= r2);
};
/**
* Returns the framing rectangle of the circle as a Rectangle object
*
* @return {PIXI.Rectangle} the framing rectangle
*/
Circle.prototype.getBounds = function () {
return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);
};
return Circle;
}());
/**
* The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.
*
* @class
* @memberof PIXI
*/
var Ellipse = /** @class */ (function () {
/**
* @param {number} [x=0] - The X coordinate of the center of this ellipse
* @param {number} [y=0] - The Y coordinate of the center of this ellipse
* @param {number} [halfWidth=0] - The half width of this ellipse
* @param {number} [halfHeight=0] - The half height of this ellipse
*/
function Ellipse(x, y, halfWidth, halfHeight) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
if (halfWidth === void 0) { halfWidth = 0; }
if (halfHeight === void 0) { halfHeight = 0; }
/**
* @member {number}
* @default 0
*/
this.x = x;
/**
* @member {number}
* @default 0
*/
this.y = y;
/**
* @member {number}
* @default 0
*/
this.width = halfWidth;
/**
* @member {number}
* @default 0
*/
this.height = halfHeight;
/**
* The type of the object, mainly used to avoid `instanceof` checks
*
* @member {number}
* @readOnly
* @default PIXI.SHAPES.ELIP
* @see PIXI.SHAPES
*/
this.type = exports.SHAPES.ELIP;
}
/**
* Creates a clone of this Ellipse instance
*
* @return {PIXI.Ellipse} a copy of the ellipse
*/
Ellipse.prototype.clone = function () {
return new Ellipse(this.x, this.y, this.width, this.height);
};
/**
* Checks whether the x and y coordinates given are contained within this ellipse
*
* @param {number} x - The X coordinate of the point to test
* @param {number} y - The Y coordinate of the point to test
* @return {boolean} Whether the x/y coords are within this ellipse
*/
Ellipse.prototype.contains = function (x, y) {
if (this.width <= 0 || this.height <= 0) {
return false;
}
// normalize the coords to an ellipse with center 0,0
var normx = ((x - this.x) / this.width);
var normy = ((y - this.y) / this.height);
normx *= normx;
normy *= normy;
return (normx + normy <= 1);
};
/**
* Returns the framing rectangle of the ellipse as a Rectangle object
*
* @return {PIXI.Rectangle} the framing rectangle
*/
Ellipse.prototype.getBounds = function () {
return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);
};
return Ellipse;
}());
/**
* A class to define a shape via user defined co-orinates.
*
* @class
* @memberof PIXI
*/
var Polygon = /** @class */ (function () {
/**
* @param {PIXI.Point[]|number[]|number[][]} points - This can be an array of Points
* that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or
* the arguments passed can be all the points of the polygon e.g.
* `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat
* x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.
*/
function Polygon() {
var arguments$1 = arguments;
var points = [];
for (var _i = 0; _i < arguments.length; _i++) {
points[_i] = arguments$1[_i];
}
if (Array.isArray(points[0])) {
points = points[0];
}
// if this is an array of points, convert it to a flat array of numbers
if (points[0] instanceof Point) {
points = points;
var p = [];
for (var i = 0, il = points.length; i < il; i++) {
p.push(points[i].x, points[i].y);
}
points = p;
}
/**
* An array of the points of this polygon
*
* @member {number[]}
*/
this.points = points;
/**
* The type of the object, mainly used to avoid `instanceof` checks
*
* @member {number}
* @readOnly
* @default PIXI.SHAPES.POLY
* @see PIXI.SHAPES
*/
this.type = exports.SHAPES.POLY;
/**
* `false` after moveTo, `true` after `closePath`. In all other cases it is `true`.
* @member {boolean}
* @default true
*/
this.closeStroke = true;
}
/**
* Creates a clone of this polygon
*
* @return {PIXI.Polygon} a copy of the polygon
*/
Polygon.prototype.clone = function () {
var points = this.points.slice();
var polygon = new Polygon(points);
polygon.closeStroke = this.closeStroke;
return polygon;
};
/**
* Checks whether the x and y coordinates passed to this function are contained within this polygon
*
* @param {number} x - The X coordinate of the point to test
* @param {number} y - The Y coordinate of the point to test
* @return {boolean} Whether the x/y coordinates are within this polygon
*/
Polygon.prototype.contains = function (x, y) {
var inside = false;
// use some raycasting to test hits
// https://github.com/substack/point-in-polygon/blob/master/index.js
var length = this.points.length / 2;
for (var i = 0, j = length - 1; i < length; j = i++) {
var xi = this.points[i * 2];
var yi = this.points[(i * 2) + 1];
var xj = this.points[j * 2];
var yj = this.points[(j * 2) + 1];
var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);
if (intersect) {
inside = !inside;
}
}
return inside;
};
return Polygon;
}());
/**
* The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its
* top-left corner point (x, y) and by its width and its height and its radius.
*
* @class
* @memberof PIXI
*/
var RoundedRectangle = /** @class */ (function () {
/**
* @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle
* @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle
* @param {number} [width=0] - The overall width of this rounded rectangle
* @param {number} [height=0] - The overall height of this rounded rectangle
* @param {number} [radius=20] - Controls the radius of the rounded corners
*/
function RoundedRectangle(x, y, width, height, radius) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
if (width === void 0) { width = 0; }
if (height === void 0) { height = 0; }
if (radius === void 0) { radius = 20; }
/**
* @member {number}
* @default 0
*/
this.x = x;
/**
* @member {number}
* @default 0
*/
this.y = y;
/**
* @member {number}
* @default 0
*/
this.width = width;
/**
* @member {number}
* @default 0
*/
this.height = height;
/**
* @member {number}
* @default 20
*/
this.radius = radius;
/**
* The type of the object, mainly used to avoid `instanceof` checks
*
* @member {number}
* @readonly
* @default PIXI.SHAPES.RREC
* @see PIXI.SHAPES
*/
this.type = exports.SHAPES.RREC;
}
/**
* Creates a clone of this Rounded Rectangle
*
* @return {PIXI.RoundedRectangle} a copy of the rounded rectangle
*/
RoundedRectangle.prototype.clone = function () {
return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);
};
/**
* Checks whether the x and y coordinates given are contained within this Rounded Rectangle
*
* @param {number} x - The X coordinate of the point to test
* @param {number} y - The Y coordinate of the point to test
* @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle
*/
RoundedRectangle.prototype.contains = function (x, y) {
if (this.width <= 0 || this.height <= 0) {
return false;
}
if (x >= this.x && x <= this.x + this.width) {
if (y >= this.y && y <= this.y + this.height) {
if ((y >= this.y + this.radius && y <= this.y + this.height - this.radius)
|| (x >= this.x + this.radius && x <= this.x + this.width - this.radius)) {
return true;
}
var dx = x - (this.x + this.radius);
var dy = y - (this.y + this.radius);
var radius2 = this.radius * this.radius;
if ((dx * dx) + (dy * dy) <= radius2) {
return true;
}
dx = x - (this.x + this.width - this.radius);
if ((dx * dx) + (dy * dy) <= radius2) {
return true;
}
dy = y - (this.y + this.height - this.radius);
if ((dx * dx) + (dy * dy) <= radius2) {
return true;
}
dx = x - (this.x + this.radius);
if ((dx * dx) + (dy * dy) <= radius2) {
return true;
}
}
}
return false;
};
return RoundedRectangle;
}());
/**
* Math classes and utilities mixed into PIXI namespace.
*
* @lends PIXI
*/
exports.Circle = Circle;
exports.DEG_TO_RAD = DEG_TO_RAD;
exports.Ellipse = Ellipse;
exports.Matrix = Matrix;
exports.ObservablePoint = ObservablePoint;
exports.PI_2 = PI_2;
exports.Point = Point;
exports.Polygon = Polygon;
exports.RAD_TO_DEG = RAD_TO_DEG;
exports.Rectangle = Rectangle;
exports.RoundedRectangle = RoundedRectangle;
exports.Transform = Transform;
exports.groupD8 = groupD8;
},{}],22:[function(require,module,exports){
/*!
* @pixi/mesh-extras - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/mesh-extras is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var mesh = require('@pixi/mesh');
var constants = require('@pixi/constants');
var core = require('@pixi/core');
var PlaneGeometry = /*@__PURE__*/(function (MeshGeometry) {
function PlaneGeometry(width, height, segWidth, segHeight)
{
if ( width === void 0 ) width = 100;
if ( height === void 0 ) height = 100;
if ( segWidth === void 0 ) segWidth = 10;
if ( segHeight === void 0 ) segHeight = 10;
MeshGeometry.call(this);
this.segWidth = segWidth;
this.segHeight = segHeight;
this.width = width;
this.height = height;
this.build();
}
if ( MeshGeometry ) PlaneGeometry.__proto__ = MeshGeometry;
PlaneGeometry.prototype = Object.create( MeshGeometry && MeshGeometry.prototype );
PlaneGeometry.prototype.constructor = PlaneGeometry;
/**
* Refreshes plane coordinates
* @private
*/
PlaneGeometry.prototype.build = function build ()
{
var total = this.segWidth * this.segHeight;
var verts = [];
var uvs = [];
var indices = [];
var segmentsX = this.segWidth - 1;
var segmentsY = this.segHeight - 1;
var sizeX = (this.width) / segmentsX;
var sizeY = (this.height) / segmentsY;
for (var i = 0; i < total; i++)
{
var x = (i % this.segWidth);
var y = ((i / this.segWidth) | 0);
verts.push(x * sizeX, y * sizeY);
uvs.push(x / segmentsX, y / segmentsY);
}
var totalSub = segmentsX * segmentsY;
for (var i$1 = 0; i$1 < totalSub; i$1++)
{
var xpos = i$1 % segmentsX;
var ypos = (i$1 / segmentsX) | 0;
var value = (ypos * this.segWidth) + xpos;
var value2 = (ypos * this.segWidth) + xpos + 1;
var value3 = ((ypos + 1) * this.segWidth) + xpos;
var value4 = ((ypos + 1) * this.segWidth) + xpos + 1;
indices.push(value, value2, value3,
value2, value4, value3);
}
this.buffers[0].data = new Float32Array(verts);
this.buffers[1].data = new Float32Array(uvs);
this.indexBuffer.data = new Uint16Array(indices);
// ensure that the changes are uploaded
this.buffers[0].update();
this.buffers[1].update();
this.indexBuffer.update();
};
return PlaneGeometry;
}(mesh.MeshGeometry));
/**
* RopeGeometry allows you to draw a geometry across several points and then manipulate these points.
*
* ```js
* for (let i = 0; i < 20; i++) {
* points.push(new PIXI.Point(i * 50, 0));
* };
* const rope = new PIXI.RopeGeometry(100, points);
* ```
*
* @class
* @extends PIXI.MeshGeometry
* @memberof PIXI
*
*/
var RopeGeometry = /*@__PURE__*/(function (MeshGeometry) {
function RopeGeometry(width, points, textureScale)
{
if ( width === void 0 ) width = 200;
if ( textureScale === void 0 ) textureScale = 0;
MeshGeometry.call(this, new Float32Array(points.length * 4),
new Float32Array(points.length * 4),
new Uint16Array((points.length - 1) * 6));
/**
* An array of points that determine the rope
* @member {PIXI.Point[]}
*/
this.points = points;
/**
* The width (i.e., thickness) of the rope.
* @member {number}
* @readOnly
*/
this.width = width;
/**
* Rope texture scale, if zero then the rope texture is stretched.
* @member {number}
* @readOnly
*/
this.textureScale = textureScale;
this.build();
}
if ( MeshGeometry ) RopeGeometry.__proto__ = MeshGeometry;
RopeGeometry.prototype = Object.create( MeshGeometry && MeshGeometry.prototype );
RopeGeometry.prototype.constructor = RopeGeometry;
/**
* Refreshes Rope indices and uvs
* @private
*/
RopeGeometry.prototype.build = function build ()
{
var points = this.points;
if (!points) { return; }
var vertexBuffer = this.getBuffer('aVertexPosition');
var uvBuffer = this.getBuffer('aTextureCoord');
var indexBuffer = this.getIndex();
// if too little points, or texture hasn't got UVs set yet just move on.
if (points.length < 1)
{
return;
}
// if the number of points has changed we will need to recreate the arraybuffers
if (vertexBuffer.data.length / 4 !== points.length)
{
vertexBuffer.data = new Float32Array(points.length * 4);
uvBuffer.data = new Float32Array(points.length * 4);
indexBuffer.data = new Uint16Array((points.length - 1) * 6);
}
var uvs = uvBuffer.data;
var indices = indexBuffer.data;
uvs[0] = 0;
uvs[1] = 0;
uvs[2] = 0;
uvs[3] = 1;
var amount = 0;
var prev = points[0];
var textureWidth = this.width * this.textureScale;
var total = points.length; // - 1;
for (var i = 0; i < total; i++)
{
// time to do some smart drawing!
var index = i * 4;
if (this.textureScale > 0)
{
// calculate pixel distance from previous point
var dx = prev.x - points[i].x;
var dy = prev.y - points[i].y;
var distance = Math.sqrt((dx * dx) + (dy * dy));
prev = points[i];
amount += distance / textureWidth;
}
else
{
// stretch texture
amount = i / (total - 1);
}
uvs[index] = amount;
uvs[index + 1] = 0;
uvs[index + 2] = amount;
uvs[index + 3] = 1;
}
var indexCount = 0;
for (var i$1 = 0; i$1 < total - 1; i$1++)
{
var index$1 = i$1 * 2;
indices[indexCount++] = index$1;
indices[indexCount++] = index$1 + 1;
indices[indexCount++] = index$1 + 2;
indices[indexCount++] = index$1 + 2;
indices[indexCount++] = index$1 + 1;
indices[indexCount++] = index$1 + 3;
}
// ensure that the changes are uploaded
uvBuffer.update();
indexBuffer.update();
this.updateVertices();
};
/**
* refreshes vertices of Rope mesh
*/
RopeGeometry.prototype.updateVertices = function updateVertices ()
{
var points = this.points;
if (points.length < 1)
{
return;
}
var lastPoint = points[0];
var nextPoint;
var perpX = 0;
var perpY = 0;
var vertices = this.buffers[0].data;
var total = points.length;
for (var i = 0; i < total; i++)
{
var point = points[i];
var index = i * 4;
if (i < points.length - 1)
{
nextPoint = points[i + 1];
}
else
{
nextPoint = point;
}
perpY = -(nextPoint.x - lastPoint.x);
perpX = nextPoint.y - lastPoint.y;
var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));
var num = this.textureScale > 0 ? this.textureScale * this.width / 2 : this.width / 2;
perpX /= perpLength;
perpY /= perpLength;
perpX *= num;
perpY *= num;
vertices[index] = point.x + perpX;
vertices[index + 1] = point.y + perpY;
vertices[index + 2] = point.x - perpX;
vertices[index + 3] = point.y - perpY;
lastPoint = point;
}
this.buffers[0].update();
};
RopeGeometry.prototype.update = function update ()
{
if (this.textureScale > 0)
{
this.build(); // we need to update UVs
}
else
{
this.updateVertices();
}
};
return RopeGeometry;
}(mesh.MeshGeometry));
/**
* The rope allows you to draw a texture across several points and then manipulate these points
*
*```js
* for (let i = 0; i < 20; i++) {
* points.push(new PIXI.Point(i * 50, 0));
* };
* let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points);
* ```
*
* @class
* @extends PIXI.Mesh
* @memberof PIXI
*
*/
var SimpleRope = /*@__PURE__*/(function (Mesh) {
function SimpleRope(texture, points, textureScale)
{
if ( textureScale === void 0 ) textureScale = 0;
var ropeGeometry = new RopeGeometry(texture.height, points, textureScale);
var meshMaterial = new mesh.MeshMaterial(texture);
if (textureScale > 0)
{
// attempt to set UV wrapping, will fail on non-power of two textures
texture.baseTexture.wrapMode = constants.WRAP_MODES.REPEAT;
}
Mesh.call(this, ropeGeometry, meshMaterial);
/**
* re-calculate vertices by rope points each frame
*
* @member {boolean}
*/
this.autoUpdate = true;
}
if ( Mesh ) SimpleRope.__proto__ = Mesh;
SimpleRope.prototype = Object.create( Mesh && Mesh.prototype );
SimpleRope.prototype.constructor = SimpleRope;
SimpleRope.prototype._render = function _render (renderer)
{
if (this.autoUpdate
|| this.geometry.width !== this.shader.texture.height)
{
this.geometry.width = this.shader.texture.height;
this.geometry.update();
}
Mesh.prototype._render.call(this, renderer);
};
return SimpleRope;
}(mesh.Mesh));
/**
* The SimplePlane allows you to draw a texture across several points and then manipulate these points
*
*```js
* for (let i = 0; i < 20; i++) {
* points.push(new PIXI.Point(i * 50, 0));
* };
* let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points);
* ```
*
* @class
* @extends PIXI.Mesh
* @memberof PIXI
*
*/
var SimplePlane = /*@__PURE__*/(function (Mesh) {
function SimplePlane(texture, verticesX, verticesY)
{
var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);
var meshMaterial = new mesh.MeshMaterial(core.Texture.WHITE);
Mesh.call(this, planeGeometry, meshMaterial);
// lets call the setter to ensure all necessary updates are performed
this.texture = texture;
}
if ( Mesh ) SimplePlane.__proto__ = Mesh;
SimplePlane.prototype = Object.create( Mesh && Mesh.prototype );
SimplePlane.prototype.constructor = SimplePlane;
var prototypeAccessors = { texture: { configurable: true } };
/**
* Method used for overrides, to do something in case texture frame was changed.
* Meshes based on plane can override it and change more details based on texture.
*/
SimplePlane.prototype.textureUpdated = function textureUpdated ()
{
this._textureID = this.shader.texture._updateID;
this.geometry.width = this.shader.texture.width;
this.geometry.height = this.shader.texture.height;
this.geometry.build();
};
prototypeAccessors.texture.set = function (value)
{
// Track texture same way sprite does.
// For generated meshes like NineSlicePlane it can change the geometry.
// Unfortunately, this method might not work if you directly change texture in material.
if (this.shader.texture === value)
{
return;
}
this.shader.texture = value;
this._textureID = -1;
if (value.baseTexture.valid)
{
this.textureUpdated();
}
else
{
value.once('update', this.textureUpdated, this);
}
};
prototypeAccessors.texture.get = function ()
{
return this.shader.texture;
};
SimplePlane.prototype._render = function _render (renderer)
{
if (this._textureID !== this.shader.texture._updateID)
{
this.textureUpdated();
}
Mesh.prototype._render.call(this, renderer);
};
Object.defineProperties( SimplePlane.prototype, prototypeAccessors );
return SimplePlane;
}(mesh.Mesh));
/**
* The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.
* For more robust customization, use {@link PIXI.Mesh}.
*
* @class
* @extends PIXI.Mesh
* @memberof PIXI
*/
var SimpleMesh = /*@__PURE__*/(function (Mesh) {
function SimpleMesh(texture, vertices, uvs, indices, drawMode)
{
if ( texture === void 0 ) texture = core.Texture.EMPTY;
var geometry = new mesh.MeshGeometry(vertices, uvs, indices);
geometry.getBuffer('aVertexPosition').static = false;
var meshMaterial = new mesh.MeshMaterial(texture);
Mesh.call(this, geometry, meshMaterial, null, drawMode);
/**
* upload vertices buffer each frame
* @member {boolean}
*/
this.autoUpdate = true;
}
if ( Mesh ) SimpleMesh.__proto__ = Mesh;
SimpleMesh.prototype = Object.create( Mesh && Mesh.prototype );
SimpleMesh.prototype.constructor = SimpleMesh;
var prototypeAccessors = { vertices: { configurable: true } };
/**
* Collection of vertices data.
* @member {Float32Array}
*/
prototypeAccessors.vertices.get = function ()
{
return this.geometry.getBuffer('aVertexPosition').data;
};
prototypeAccessors.vertices.set = function (value)
{
this.geometry.getBuffer('aVertexPosition').data = value;
};
SimpleMesh.prototype._render = function _render (renderer)
{
if (this.autoUpdate)
{
this.geometry.getBuffer('aVertexPosition').update();
}
Mesh.prototype._render.call(this, renderer);
};
Object.defineProperties( SimpleMesh.prototype, prototypeAccessors );
return SimpleMesh;
}(mesh.Mesh));
var DEFAULT_BORDER_SIZE = 10;
/**
* The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful
* for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically
*
*```js
* let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);
* ```
*
* A B
* +---+----------------------+---+
* C | 1 | 2 | 3 |
* +---+----------------------+---+
* | | | |
* | 4 | 5 | 6 |
* | | | |
* +---+----------------------+---+
* D | 7 | 8 | 9 |
* +---+----------------------+---+
* When changing this objects width and/or height:
* areas 1 3 7 and 9 will remain unscaled.
* areas 2 and 8 will be stretched horizontally
* areas 4 and 6 will be stretched vertically
* area 5 will be stretched both horizontally and vertically
*
*
* @class
* @extends PIXI.SimplePlane
* @memberof PIXI
*
*/
var NineSlicePlane = /*@__PURE__*/(function (SimplePlane) {
function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight)
{
SimplePlane.call(this, core.Texture.WHITE, 4, 4);
this._origWidth = texture.orig.width;
this._origHeight = texture.orig.height;
/**
* The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane
*
* @member {number}
* @override
*/
this._width = this._origWidth;
/**
* The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane
*
* @member {number}
* @override
*/
this._height = this._origHeight;
/**
* The width of the left column (a)
*
* @member {number}
* @private
*/
this._leftWidth = typeof leftWidth !== 'undefined' ? leftWidth : DEFAULT_BORDER_SIZE;
/**
* The width of the right column (b)
*
* @member {number}
* @private
*/
this._rightWidth = typeof rightWidth !== 'undefined' ? rightWidth : DEFAULT_BORDER_SIZE;
/**
* The height of the top row (c)
*
* @member {number}
* @private
*/
this._topHeight = typeof topHeight !== 'undefined' ? topHeight : DEFAULT_BORDER_SIZE;
/**
* The height of the bottom row (d)
*
* @member {number}
* @private
*/
this._bottomHeight = typeof bottomHeight !== 'undefined' ? bottomHeight : DEFAULT_BORDER_SIZE;
// lets call the setter to ensure all necessary updates are performed
this.texture = texture;
}
if ( SimplePlane ) NineSlicePlane.__proto__ = SimplePlane;
NineSlicePlane.prototype = Object.create( SimplePlane && SimplePlane.prototype );
NineSlicePlane.prototype.constructor = NineSlicePlane;
var prototypeAccessors = { vertices: { configurable: true },width: { configurable: true },height: { configurable: true },leftWidth: { configurable: true },rightWidth: { configurable: true },topHeight: { configurable: true },bottomHeight: { configurable: true } };
NineSlicePlane.prototype.textureUpdated = function textureUpdated ()
{
this._textureID = this.shader.texture._updateID;
this._refresh();
};
prototypeAccessors.vertices.get = function ()
{
return this.geometry.getBuffer('aVertexPosition').data;
};
prototypeAccessors.vertices.set = function (value)
{
this.geometry.getBuffer('aVertexPosition').data = value;
};
/**
* Updates the horizontal vertices.
*
*/
NineSlicePlane.prototype.updateHorizontalVertices = function updateHorizontalVertices ()
{
var vertices = this.vertices;
var scale = this._getMinScale();
vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;
vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);
vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;
};
/**
* Updates the vertical vertices.
*
*/
NineSlicePlane.prototype.updateVerticalVertices = function updateVerticalVertices ()
{
var vertices = this.vertices;
var scale = this._getMinScale();
vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;
vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);
vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;
};
/**
* Returns the smaller of a set of vertical and horizontal scale of nine slice corners.
*
* @return {number} Smaller number of vertical and horizontal scale.
* @private
*/
NineSlicePlane.prototype._getMinScale = function _getMinScale ()
{
var w = this._leftWidth + this._rightWidth;
var scaleW = this._width > w ? 1.0 : this._width / w;
var h = this._topHeight + this._bottomHeight;
var scaleH = this._height > h ? 1.0 : this._height / h;
var scale = Math.min(scaleW, scaleH);
return scale;
};
/**
* The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane
*
* @member {number}
*/
prototypeAccessors.width.get = function ()
{
return this._width;
};
prototypeAccessors.width.set = function (value) // eslint-disable-line require-jsdoc
{
this._width = value;
this._refresh();
};
/**
* The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane
*
* @member {number}
*/
prototypeAccessors.height.get = function ()
{
return this._height;
};
prototypeAccessors.height.set = function (value) // eslint-disable-line require-jsdoc
{
this._height = value;
this._refresh();
};
/**
* The width of the left column
*
* @member {number}
*/
prototypeAccessors.leftWidth.get = function ()
{
return this._leftWidth;
};
prototypeAccessors.leftWidth.set = function (value) // eslint-disable-line require-jsdoc
{
this._leftWidth = value;
this._refresh();
};
/**
* The width of the right column
*
* @member {number}
*/
prototypeAccessors.rightWidth.get = function ()
{
return this._rightWidth;
};
prototypeAccessors.rightWidth.set = function (value) // eslint-disable-line require-jsdoc
{
this._rightWidth = value;
this._refresh();
};
/**
* The height of the top row
*
* @member {number}
*/
prototypeAccessors.topHeight.get = function ()
{
return this._topHeight;
};
prototypeAccessors.topHeight.set = function (value) // eslint-disable-line require-jsdoc
{
this._topHeight = value;
this._refresh();
};
/**
* The height of the bottom row
*
* @member {number}
*/
prototypeAccessors.bottomHeight.get = function ()
{
return this._bottomHeight;
};
prototypeAccessors.bottomHeight.set = function (value) // eslint-disable-line require-jsdoc
{
this._bottomHeight = value;
this._refresh();
};
/**
* Refreshes NineSlicePlane coords. All of them.
*/
NineSlicePlane.prototype._refresh = function _refresh ()
{
var texture = this.texture;
var uvs = this.geometry.buffers[1].data;
this._origWidth = texture.orig.width;
this._origHeight = texture.orig.height;
var _uvw = 1.0 / this._origWidth;
var _uvh = 1.0 / this._origHeight;
uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;
uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;
uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;
uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;
uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;
uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);
uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;
uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);
this.updateHorizontalVertices();
this.updateVerticalVertices();
this.geometry.buffers[0].update();
this.geometry.buffers[1].update();
};
Object.defineProperties( NineSlicePlane.prototype, prototypeAccessors );
return NineSlicePlane;
}(SimplePlane));
exports.NineSlicePlane = NineSlicePlane;
exports.PlaneGeometry = PlaneGeometry;
exports.RopeGeometry = RopeGeometry;
exports.SimpleMesh = SimpleMesh;
exports.SimplePlane = SimplePlane;
exports.SimpleRope = SimpleRope;
},{"@pixi/constants":6,"@pixi/core":7,"@pixi/mesh":23}],23:[function(require,module,exports){
/*!
* @pixi/mesh - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/mesh is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var core = require('@pixi/core');
var math = require('@pixi/math');
var constants = require('@pixi/constants');
var display = require('@pixi/display');
var settings = require('@pixi/settings');
var utils = require('@pixi/utils');
/**
* Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.
*
* @class
* @memberof PIXI
*/
var MeshBatchUvs = function MeshBatchUvs(uvBuffer, uvMatrix)
{
/**
* Buffer with normalized UV's
* @member {PIXI.Buffer}
*/
this.uvBuffer = uvBuffer;
/**
* Material UV matrix
* @member {PIXI.TextureMatrix}
*/
this.uvMatrix = uvMatrix;
/**
* UV Buffer data
* @member {Float32Array}
* @readonly
*/
this.data = null;
this._bufferUpdateId = -1;
this._textureUpdateId = -1;
this._updateID = 0;
};
/**
* updates
*
* @param {boolean} forceUpdate - force the update
*/
MeshBatchUvs.prototype.update = function update (forceUpdate)
{
if (!forceUpdate
&& this._bufferUpdateId === this.uvBuffer._updateID
&& this._textureUpdateId === this.uvMatrix._updateID)
{
return;
}
this._bufferUpdateId = this.uvBuffer._updateID;
this._textureUpdateId = this.uvMatrix._updateID;
var data = this.uvBuffer.data;
if (!this.data || this.data.length !== data.length)
{
this.data = new Float32Array(data.length);
}
this.uvMatrix.multiplyUvs(data, this.data);
this._updateID++;
};
var tempPoint = new math.Point();
var tempPolygon = new math.Polygon();
/**
* Base mesh class.
*
* This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.
* This class assumes a certain level of WebGL knowledge.
* If you know a bit this should abstract enough away to make you life easier!
*
* Pretty much ALL WebGL can be broken down into the following:
* - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..
* - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)
* - State - This is the state of WebGL required to render the mesh.
*
* Through a combination of the above elements you can render anything you want, 2D or 3D!
*
* @class
* @extends PIXI.Container
* @memberof PIXI
*/
var Mesh = /*@__PURE__*/(function (Container) {
function Mesh(geometry, shader, state, drawMode)// vertices, uvs, indices, drawMode)
{
if ( drawMode === void 0 ) drawMode = constants.DRAW_MODES.TRIANGLES;
Container.call(this);
/**
* Includes vertex positions, face indices, normals, colors, UVs, and
* custom attributes within buffers, reducing the cost of passing all
* this data to the GPU. Can be shared between multiple Mesh objects.
* @member {PIXI.Geometry}
* @readonly
*/
this.geometry = geometry;
geometry.refCount++;
/**
* Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.
* Can be shared between multiple Mesh objects.
* @member {PIXI.Shader|PIXI.MeshMaterial}
*/
this.shader = shader;
/**
* Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g.,
* blend mode, culling, depth testing, direction of rendering triangles, backface, etc.
* @member {PIXI.State}
*/
this.state = state || core.State.for2d();
/**
* The way the Mesh should be drawn, can be any of the {@link PIXI.DRAW_MODES} constants.
*
* @member {number}
* @see PIXI.DRAW_MODES
*/
this.drawMode = drawMode;
/**
* Typically the index of the IndexBuffer where to start drawing.
* @member {number}
* @default 0
*/
this.start = 0;
/**
* How much of the geometry to draw, by default `0` renders everything.
* @member {number}
* @default 0
*/
this.size = 0;
/**
* thease are used as easy access for batching
* @member {Float32Array}
* @private
*/
this.uvs = null;
/**
* thease are used as easy access for batching
* @member {Uint16Array}
* @private
*/
this.indices = null;
/**
* this is the caching layer used by the batcher
* @member {Float32Array}
* @private
*/
this.vertexData = new Float32Array(1);
/**
* If geometry is changed used to decide to re-transform
* the vertexData.
* @member {number}
* @private
*/
this.vertexDirty = 0;
this._transformID = -1;
// Inherited from DisplayMode, set defaults
this.tint = 0xFFFFFF;
this.blendMode = constants.BLEND_MODES.NORMAL;
/**
* Internal roundPixels field
*
* @member {boolean}
* @private
*/
this._roundPixels = settings.settings.ROUND_PIXELS;
/**
* Batched UV's are cached for atlas textures
* @member {PIXI.MeshBatchUvs}
* @private
*/
this.batchUvs = null;
}
if ( Container ) Mesh.__proto__ = Container;
Mesh.prototype = Object.create( Container && Container.prototype );
Mesh.prototype.constructor = Mesh;
var prototypeAccessors = { uvBuffer: { configurable: true },verticesBuffer: { configurable: true },material: { configurable: true },blendMode: { configurable: true },roundPixels: { configurable: true },tint: { configurable: true },texture: { configurable: true } };
/**
* To change mesh uv's, change its uvBuffer data and increment its _updateID.
* @member {PIXI.Buffer}
* @readonly
*/
prototypeAccessors.uvBuffer.get = function ()
{
return this.geometry.buffers[1];
};
/**
* To change mesh vertices, change its uvBuffer data and increment its _updateID.
* Incrementing _updateID is optional because most of Mesh objects do it anyway.
* @member {PIXI.Buffer}
* @readonly
*/
prototypeAccessors.verticesBuffer.get = function ()
{
return this.geometry.buffers[0];
};
/**
* Alias for {@link PIXI.Mesh#shader}.
* @member {PIXI.Shader|PIXI.MeshMaterial}
*/
prototypeAccessors.material.set = function (value)
{
this.shader = value;
};
prototypeAccessors.material.get = function ()
{
return this.shader;
};
/**
* The blend mode to be applied to the Mesh. Apply a value of
* `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL;
* @see PIXI.BLEND_MODES
*/
prototypeAccessors.blendMode.set = function (value)
{
this.state.blendMode = value;
};
prototypeAccessors.blendMode.get = function ()
{
return this.state.blendMode;
};
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* To set the global default, change {@link PIXI.settings.ROUND_PIXELS}
*
* @member {boolean}
* @default false
*/
prototypeAccessors.roundPixels.set = function (value)
{
if (this._roundPixels !== value)
{
this._transformID = -1;
}
this._roundPixels = value;
};
prototypeAccessors.roundPixels.get = function ()
{
return this._roundPixels;
};
/**
* The multiply tint applied to the Mesh. This is a hex value. A value of
* `0xFFFFFF` will remove any tint effect.
*
* @member {number}
* @default 0xFFFFFF
*/
prototypeAccessors.tint.get = function ()
{
return this.shader.tint;
};
prototypeAccessors.tint.set = function (value)
{
this.shader.tint = value;
};
/**
* The texture that the Mesh uses.
*
* @member {PIXI.Texture}
*/
prototypeAccessors.texture.get = function ()
{
return this.shader.texture;
};
prototypeAccessors.texture.set = function (value)
{
this.shader.texture = value;
};
/**
* Standard renderer draw.
* @protected
* @param {PIXI.Renderer} renderer - Instance to renderer.
*/
Mesh.prototype._render = function _render (renderer)
{
// set properties for batching..
// TODO could use a different way to grab verts?
var vertices = this.geometry.buffers[0].data;
// TODO benchmark check for attribute size..
if (this.shader.batchable && this.drawMode === constants.DRAW_MODES.TRIANGLES && vertices.length < Mesh.BATCHABLE_SIZE * 2)
{
this._renderToBatch(renderer);
}
else
{
this._renderDefault(renderer);
}
};
/**
* Standard non-batching way of rendering.
* @protected
* @param {PIXI.Renderer} renderer - Instance to renderer.
*/
Mesh.prototype._renderDefault = function _renderDefault (renderer)
{
var shader = this.shader;
shader.alpha = this.worldAlpha;
if (shader.update)
{
shader.update();
}
renderer.batch.flush();
if (shader.program.uniformData.translationMatrix)
{
shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);
}
// bind and sync uniforms..
renderer.shader.bind(shader);
// set state..
renderer.state.set(this.state);
// bind the geometry...
renderer.geometry.bind(this.geometry, shader);
// then render it
renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);
};
/**
* Rendering by using the Batch system.
* @protected
* @param {PIXI.Renderer} renderer - Instance to renderer.
*/
Mesh.prototype._renderToBatch = function _renderToBatch (renderer)
{
var geometry = this.geometry;
if (this.shader.uvMatrix)
{
this.shader.uvMatrix.update();
this.calculateUvs();
}
// set properties for batching..
this.calculateVertices();
this.indices = geometry.indexBuffer.data;
this._tintRGB = this.shader._tintRGB;
this._texture = this.shader.texture;
var pluginName = this.material.pluginName;
renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);
renderer.plugins[pluginName].render(this);
};
/**
* Updates vertexData field based on transform and vertices
*/
Mesh.prototype.calculateVertices = function calculateVertices ()
{
var geometry = this.geometry;
var vertices = geometry.buffers[0].data;
if (geometry.vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID)
{
return;
}
this._transformID = this.transform._worldID;
if (this.vertexData.length !== vertices.length)
{
this.vertexData = new Float32Array(vertices.length);
}
var wt = this.transform.worldTransform;
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var tx = wt.tx;
var ty = wt.ty;
var vertexData = this.vertexData;
for (var i = 0; i < vertexData.length / 2; i++)
{
var x = vertices[(i * 2)];
var y = vertices[(i * 2) + 1];
vertexData[(i * 2)] = (a * x) + (c * y) + tx;
vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;
}
if (this._roundPixels)
{
var resolution = settings.settings.RESOLUTION;
for (var i$1 = 0; i$1 < vertexData.length; ++i$1)
{
vertexData[i$1] = Math.round((vertexData[i$1] * resolution | 0) / resolution);
}
}
this.vertexDirty = geometry.vertexDirtyId;
};
/**
* Updates uv field based on from geometry uv's or batchUvs
*/
Mesh.prototype.calculateUvs = function calculateUvs ()
{
var geomUvs = this.geometry.buffers[1];
if (!this.shader.uvMatrix.isSimple)
{
if (!this.batchUvs)
{
this.batchUvs = new MeshBatchUvs(geomUvs, this.shader.uvMatrix);
}
this.batchUvs.update();
this.uvs = this.batchUvs.data;
}
else
{
this.uvs = geomUvs.data;
}
};
/**
* Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
* there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.
*
* @protected
*/
Mesh.prototype._calculateBounds = function _calculateBounds ()
{
this.calculateVertices();
this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);
};
/**
* Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.
*
* @param {PIXI.Point} point the point to test
* @return {boolean} the result of the test
*/
Mesh.prototype.containsPoint = function containsPoint (point)
{
if (!this.getBounds().contains(point.x, point.y))
{
return false;
}
this.worldTransform.applyInverse(point, tempPoint);
var vertices = this.geometry.getBuffer('aVertexPosition').data;
var points = tempPolygon.points;
var indices = this.geometry.getIndex().data;
var len = indices.length;
var step = this.drawMode === 4 ? 3 : 1;
for (var i = 0; i + 2 < len; i += step)
{
var ind0 = indices[i] * 2;
var ind1 = indices[i + 1] * 2;
var ind2 = indices[i + 2] * 2;
points[0] = vertices[ind0];
points[1] = vertices[ind0 + 1];
points[2] = vertices[ind1];
points[3] = vertices[ind1 + 1];
points[4] = vertices[ind2];
points[5] = vertices[ind2 + 1];
if (tempPolygon.contains(tempPoint.x, tempPoint.y))
{
return true;
}
}
return false;
};
/**
* Destroys the Mesh object.
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all
* options have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have
* their destroy method called as well. 'options' will be passed on to those calls.
*/
Mesh.prototype.destroy = function destroy (options)
{
Container.prototype.destroy.call(this, options);
this.geometry.refCount--;
if (this.geometry.refCount === 0)
{
this.geometry.dispose();
}
this.geometry = null;
this.shader = null;
this.state = null;
this.uvs = null;
this.indices = null;
this.vertexData = null;
};
Object.defineProperties( Mesh.prototype, prototypeAccessors );
return Mesh;
}(display.Container));
/**
* The maximum number of vertices to consider batchable. Generally, the complexity
* of the geometry.
* @memberof PIXI.Mesh
* @static
* @member {number} BATCHABLE_SIZE
*/
Mesh.BATCHABLE_SIZE = 100;
var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n";
var fragment = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n";
/**
* Slightly opinionated default shader for PixiJS 2D objects.
* @class
* @memberof PIXI
* @extends PIXI.Shader
*/
var MeshMaterial = /*@__PURE__*/(function (Shader) {
function MeshMaterial(uSampler, options)
{
var uniforms = {
uSampler: uSampler,
alpha: 1,
uTextureMatrix: math.Matrix.IDENTITY,
uColor: new Float32Array([1, 1, 1, 1]),
};
// Set defaults
options = Object.assign({
tint: 0xFFFFFF,
alpha: 1,
pluginName: 'batch',
}, options);
if (options.uniforms)
{
Object.assign(uniforms, options.uniforms);
}
Shader.call(this, options.program || core.Program.from(vertex, fragment), uniforms);
/**
* Only do update if tint or alpha changes.
* @member {boolean}
* @private
* @default false
*/
this._colorDirty = false;
/**
* TextureMatrix instance for this Mesh, used to track Texture changes
*
* @member {PIXI.TextureMatrix}
* @readonly
*/
this.uvMatrix = new core.TextureMatrix(uSampler);
/**
* `true` if shader can be batch with the renderer's batch system.
* @member {boolean}
* @default true
*/
this.batchable = options.program === undefined;
/**
* Renderer plugin for batching
*
* @member {string}
* @default 'batch'
*/
this.pluginName = options.pluginName;
this.tint = options.tint;
this.alpha = options.alpha;
}
if ( Shader ) MeshMaterial.__proto__ = Shader;
MeshMaterial.prototype = Object.create( Shader && Shader.prototype );
MeshMaterial.prototype.constructor = MeshMaterial;
var prototypeAccessors = { texture: { configurable: true },alpha: { configurable: true },tint: { configurable: true } };
/**
* Reference to the texture being rendered.
* @member {PIXI.Texture}
*/
prototypeAccessors.texture.get = function ()
{
return this.uniforms.uSampler;
};
prototypeAccessors.texture.set = function (value)
{
if (this.uniforms.uSampler !== value)
{
this.uniforms.uSampler = value;
this.uvMatrix.texture = value;
}
};
/**
* This gets automatically set by the object using this.
*
* @default 1
* @member {number}
*/
prototypeAccessors.alpha.set = function (value)
{
if (value === this._alpha) { return; }
this._alpha = value;
this._colorDirty = true;
};
prototypeAccessors.alpha.get = function ()
{
return this._alpha;
};
/**
* Multiply tint for the material.
* @member {number}
* @default 0xFFFFFF
*/
prototypeAccessors.tint.set = function (value)
{
if (value === this._tint) { return; }
this._tint = value;
this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
this._colorDirty = true;
};
prototypeAccessors.tint.get = function ()
{
return this._tint;
};
/**
* Gets called automatically by the Mesh. Intended to be overridden for custom
* MeshMaterial objects.
*/
MeshMaterial.prototype.update = function update ()
{
if (this._colorDirty)
{
this._colorDirty = false;
var baseTexture = this.texture.baseTexture;
utils.premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);
}
if (this.uvMatrix.update())
{
this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;
}
};
Object.defineProperties( MeshMaterial.prototype, prototypeAccessors );
return MeshMaterial;
}(core.Shader));
/**
* Standard 2D geometry used in PixiJS.
*
* Geometry can be defined without passing in a style or data if required.
*
* ```js
* const geometry = new PIXI.Geometry();
*
* geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);
* geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);
* geometry.addIndex([0,1,2,1,3,2]);
*
* ```
* @class
* @memberof PIXI
* @extends PIXI.Geometry
*/
var MeshGeometry = /*@__PURE__*/(function (Geometry) {
function MeshGeometry(vertices, uvs, index)
{
Geometry.call(this);
var verticesBuffer = new core.Buffer(vertices);
var uvsBuffer = new core.Buffer(uvs, true);
var indexBuffer = new core.Buffer(index, true, true);
this.addAttribute('aVertexPosition', verticesBuffer, 2, false, constants.TYPES.FLOAT)
.addAttribute('aTextureCoord', uvsBuffer, 2, false, constants.TYPES.FLOAT)
.addIndex(indexBuffer);
/**
* Dirty flag to limit update calls on Mesh. For example,
* limiting updates on a single Mesh instance with a shared Geometry
* within the render loop.
* @private
* @member {number}
* @default -1
*/
this._updateId = -1;
}
if ( Geometry ) MeshGeometry.__proto__ = Geometry;
MeshGeometry.prototype = Object.create( Geometry && Geometry.prototype );
MeshGeometry.prototype.constructor = MeshGeometry;
var prototypeAccessors = { vertexDirtyId: { configurable: true } };
/**
* If the vertex position is updated.
* @member {number}
* @readonly
* @private
*/
prototypeAccessors.vertexDirtyId.get = function ()
{
return this.buffers[0]._updateID;
};
Object.defineProperties( MeshGeometry.prototype, prototypeAccessors );
return MeshGeometry;
}(core.Geometry));
exports.Mesh = Mesh;
exports.MeshBatchUvs = MeshBatchUvs;
exports.MeshGeometry = MeshGeometry;
exports.MeshMaterial = MeshMaterial;
},{"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/math":21,"@pixi/settings":31,"@pixi/utils":39}],24:[function(require,module,exports){
/*!
* @pixi/mixin-cache-as-bitmap - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/mixin-cache-as-bitmap is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
var core = require('@pixi/core');
var sprite = require('@pixi/sprite');
var display = require('@pixi/display');
var math = require('@pixi/math');
var utils = require('@pixi/utils');
var settings = require('@pixi/settings');
var _tempMatrix = new math.Matrix();
display.DisplayObject.prototype._cacheAsBitmap = false;
display.DisplayObject.prototype._cacheData = false;
// figured theres no point adding ALL the extra variables to prototype.
// this model can hold the information needed. This can also be generated on demand as
// most objects are not cached as bitmaps.
/**
* @class
* @ignore
*/
var CacheData = function CacheData()
{
this.textureCacheId = null;
this.originalRender = null;
this.originalRenderCanvas = null;
this.originalCalculateBounds = null;
this.originalGetLocalBounds = null;
this.originalUpdateTransform = null;
this.originalHitTest = null;
this.originalDestroy = null;
this.originalMask = null;
this.originalFilterArea = null;
this.sprite = null;
};
Object.defineProperties(display.DisplayObject.prototype, {
/**
* Set this to true if you want this display object to be cached as a bitmap.
* This basically takes a snap shot of the display object as it is at that moment. It can
* provide a performance benefit for complex static displayObjects.
* To remove simply set this property to `false`
*
* IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true
* as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.
*
* @member {boolean}
* @memberof PIXI.DisplayObject#
*/
cacheAsBitmap: {
get: function get()
{
return this._cacheAsBitmap;
},
set: function set(value)
{
if (this._cacheAsBitmap === value)
{
return;
}
this._cacheAsBitmap = value;
var data;
if (value)
{
if (!this._cacheData)
{
this._cacheData = new CacheData();
}
data = this._cacheData;
data.originalRender = this.render;
data.originalRenderCanvas = this.renderCanvas;
data.originalUpdateTransform = this.updateTransform;
data.originalCalculateBounds = this.calculateBounds;
data.originalGetLocalBounds = this.getLocalBounds;
data.originalDestroy = this.destroy;
data.originalContainsPoint = this.containsPoint;
data.originalMask = this._mask;
data.originalFilterArea = this.filterArea;
this.render = this._renderCached;
this.renderCanvas = this._renderCachedCanvas;
this.destroy = this._cacheAsBitmapDestroy;
}
else
{
data = this._cacheData;
if (data.sprite)
{
this._destroyCachedDisplayObject();
}
this.render = data.originalRender;
this.renderCanvas = data.originalRenderCanvas;
this.calculateBounds = data.originalCalculateBounds;
this.getLocalBounds = data.originalGetLocalBounds;
this.destroy = data.originalDestroy;
this.updateTransform = data.originalUpdateTransform;
this.containsPoint = data.originalContainsPoint;
this._mask = data.originalMask;
this.filterArea = data.originalFilterArea;
}
},
},
});
/**
* Renders a cached version of the sprite with WebGL
*
* @private
* @function _renderCached
* @memberof PIXI.DisplayObject#
* @param {PIXI.Renderer} renderer - the WebGL renderer
*/
display.DisplayObject.prototype._renderCached = function _renderCached(renderer)
{
if (!this.visible || this.worldAlpha <= 0 || !this.renderable)
{
return;
}
this._initCachedDisplayObject(renderer);
this._cacheData.sprite.transform._worldID = this.transform._worldID;
this._cacheData.sprite.worldAlpha = this.worldAlpha;
this._cacheData.sprite._render(renderer);
};
/**
* Prepares the WebGL renderer to cache the sprite
*
* @private
* @function _initCachedDisplayObject
* @memberof PIXI.DisplayObject#
* @param {PIXI.Renderer} renderer - the WebGL renderer
*/
display.DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer)
{
if (this._cacheData && this._cacheData.sprite)
{
return;
}
// make sure alpha is set to 1 otherwise it will get rendered as invisible!
var cacheAlpha = this.alpha;
this.alpha = 1;
// first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)
renderer.batch.flush();
// this.filters= [];
// next we find the dimensions of the untransformed object
// this function also calls updatetransform on all its children as part of the measuring.
// This means we don't need to update the transform again in this function
// TODO pass an object to clone too? saves having to create a new one each time!
var bounds = this.getLocalBounds().clone();
// add some padding!
if (this.filters)
{
var padding = this.filters[0].padding;
bounds.pad(padding);
}
bounds.ceil(settings.settings.RESOLUTION);
// for now we cache the current renderTarget that the WebGL renderer is currently using.
// this could be more elegant..
var cachedRenderTexture = renderer.renderTexture.current;
var cachedSourceFrame = renderer.renderTexture.sourceFrame;
var cachedProjectionTransform = renderer.projection.transform;
// We also store the filter stack - I will definitely look to change how this works a little later down the line.
// const stack = renderer.filterManager.filterStack;
// this renderTexture will be used to store the cached DisplayObject
var renderTexture = core.RenderTexture.create(bounds.width, bounds.height);
var textureCacheId = "cacheAsBitmap_" + (utils.uid());
this._cacheData.textureCacheId = textureCacheId;
core.BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);
core.Texture.addToCache(renderTexture, textureCacheId);
// need to set //
var m = _tempMatrix;
m.tx = -bounds.x;
m.ty = -bounds.y;
// reset
this.transform.worldTransform.identity();
// set all properties to there original so we can render to a texture
this.render = this._cacheData.originalRender;
renderer.render(this, renderTexture, true, m, true);
// now restore the state be setting the new properties
renderer.projection.transform = cachedProjectionTransform;
renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame);
// renderer.filterManager.filterStack = stack;
this.render = this._renderCached;
// the rest is the same as for Canvas
this.updateTransform = this.displayObjectUpdateTransform;
this.calculateBounds = this._calculateCachedBounds;
this.getLocalBounds = this._getCachedLocalBounds;
this._mask = null;
this.filterArea = null;
// create our cached sprite
var cachedSprite = new sprite.Sprite(renderTexture);
cachedSprite.transform.worldTransform = this.transform.worldTransform;
cachedSprite.anchor.x = -(bounds.x / bounds.width);
cachedSprite.anchor.y = -(bounds.y / bounds.height);
cachedSprite.alpha = cacheAlpha;
cachedSprite._bounds = this._bounds;
this._cacheData.sprite = cachedSprite;
this.transform._parentID = -1;
// restore the transform of the cached sprite to avoid the nasty flicker..
if (!this.parent)
{
this.parent = renderer._tempDisplayObjectParent;
this.updateTransform();
this.parent = null;
}
else
{
this.updateTransform();
}
// map the hit test..
this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);
};
/**
* Renders a cached version of the sprite with canvas
*
* @private
* @function _renderCachedCanvas
* @memberof PIXI.DisplayObject#
* @param {PIXI.Renderer} renderer - the WebGL renderer
*/
display.DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer)
{
if (!this.visible || this.worldAlpha <= 0 || !this.renderable)
{
return;
}
this._initCachedDisplayObjectCanvas(renderer);
this._cacheData.sprite.worldAlpha = this.worldAlpha;
this._cacheData.sprite._renderCanvas(renderer);
};
// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..
/**
* Prepares the Canvas renderer to cache the sprite
*
* @private
* @function _initCachedDisplayObjectCanvas
* @memberof PIXI.DisplayObject#
* @param {PIXI.Renderer} renderer - the WebGL renderer
*/
display.DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer)
{
if (this._cacheData && this._cacheData.sprite)
{
return;
}
// get bounds actually transforms the object for us already!
var bounds = this.getLocalBounds();
var cacheAlpha = this.alpha;
this.alpha = 1;
var cachedRenderTarget = renderer.context;
bounds.ceil(settings.settings.RESOLUTION);
var renderTexture = core.RenderTexture.create(bounds.width, bounds.height);
var textureCacheId = "cacheAsBitmap_" + (utils.uid());
this._cacheData.textureCacheId = textureCacheId;
core.BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);
core.Texture.addToCache(renderTexture, textureCacheId);
// need to set //
var m = _tempMatrix;
this.transform.localTransform.copyTo(m);
m.invert();
m.tx -= bounds.x;
m.ty -= bounds.y;
// m.append(this.transform.worldTransform.)
// set all properties to there original so we can render to a texture
this.renderCanvas = this._cacheData.originalRenderCanvas;
// renderTexture.render(this, m, true);
renderer.render(this, renderTexture, true, m, false);
// now restore the state be setting the new properties
renderer.context = cachedRenderTarget;
this.renderCanvas = this._renderCachedCanvas;
// the rest is the same as for WebGL
this.updateTransform = this.displayObjectUpdateTransform;
this.calculateBounds = this._calculateCachedBounds;
this.getLocalBounds = this._getCachedLocalBounds;
this._mask = null;
this.filterArea = null;
// create our cached sprite
var cachedSprite = new sprite.Sprite(renderTexture);
cachedSprite.transform.worldTransform = this.transform.worldTransform;
cachedSprite.anchor.x = -(bounds.x / bounds.width);
cachedSprite.anchor.y = -(bounds.y / bounds.height);
cachedSprite.alpha = cacheAlpha;
cachedSprite._bounds = this._bounds;
this._cacheData.sprite = cachedSprite;
this.transform._parentID = -1;
// restore the transform of the cached sprite to avoid the nasty flicker..
if (!this.parent)
{
this.parent = renderer._tempDisplayObjectParent;
this.updateTransform();
this.parent = null;
}
else
{
this.updateTransform();
}
// map the hit test..
this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);
};
/**
* Calculates the bounds of the cached sprite
*
* @private
*/
display.DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds()
{
this._bounds.clear();
this._cacheData.sprite.transform._worldID = this.transform._worldID;
this._cacheData.sprite._calculateBounds();
this._lastBoundsID = this._boundsID;
};
/**
* Gets the bounds of the cached sprite.
*
* @private
* @return {Rectangle} The local bounds.
*/
display.DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds()
{
return this._cacheData.sprite.getLocalBounds();
};
/**
* Destroys the cached sprite.
*
* @private
*/
display.DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject()
{
this._cacheData.sprite._texture.destroy(true);
this._cacheData.sprite = null;
core.BaseTexture.removeFromCache(this._cacheData.textureCacheId);
core.Texture.removeFromCache(this._cacheData.textureCacheId);
this._cacheData.textureCacheId = null;
};
/**
* Destroys the cached object.
*
* @private
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value.
* Used when destroying containers, see the Container.destroy method.
*/
display.DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options)
{
this.cacheAsBitmap = false;
this.destroy(options);
};
},{"@pixi/core":7,"@pixi/display":8,"@pixi/math":21,"@pixi/settings":31,"@pixi/sprite":34,"@pixi/utils":39}],25:[function(require,module,exports){
/*!
* @pixi/mixin-get-child-by-name - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/mixin-get-child-by-name is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
var display = require('@pixi/display');
/**
* The instance name of the object.
*
* @memberof PIXI.DisplayObject#
* @member {string} name
*/
display.DisplayObject.prototype.name = null;
/**
* Returns the display object in the container.
*
* @method getChildByName
* @memberof PIXI.Container#
* @param {string} name - Instance name.
* @return {PIXI.DisplayObject} The child with the specified name.
*/
display.Container.prototype.getChildByName = function getChildByName(name)
{
for (var i = 0; i < this.children.length; i++)
{
if (this.children[i].name === name)
{
return this.children[i];
}
}
return null;
};
},{"@pixi/display":8}],26:[function(require,module,exports){
/*!
* @pixi/mixin-get-global-position - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/mixin-get-global-position is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
var display = require('@pixi/display');
var math = require('@pixi/math');
/**
* Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.
*
* @method getGlobalPosition
* @memberof PIXI.DisplayObject#
* @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.
* @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from
* being updated. This means the calculation returned MAY be out of date BUT will give you a
* nice performance boost.
* @return {PIXI.Point} The updated point.
*/
display.DisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate)
{
if ( point === void 0 ) point = new math.Point();
if ( skipUpdate === void 0 ) skipUpdate = false;
if (this.parent)
{
this.parent.toGlobal(this.position, point, skipUpdate);
}
else
{
point.x = this.position.x;
point.y = this.position.y;
}
return point;
};
},{"@pixi/display":8,"@pixi/math":21}],27:[function(require,module,exports){
/*!
* @pixi/particles - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/particles is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var constants = require('@pixi/constants');
var utils = require('@pixi/utils');
var display = require('@pixi/display');
var core = require('@pixi/core');
var math = require('@pixi/math');
/**
* The ParticleContainer class is a really fast version of the Container built solely for speed,
* so use when you need a lot of sprites or particles.
*
* The tradeoff of the ParticleContainer is that most advanced functionality will not work.
* ParticleContainer implements the basic object transform (position, scale, rotation)
* and some advanced functionality like tint (as of v4.5.6).
*
* Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.
*
* It's extremely easy to use:
* ```js
* let container = new ParticleContainer();
*
* for (let i = 0; i < 100; ++i)
* {
* let sprite = PIXI.Sprite.from("myImage.png");
* container.addChild(sprite);
* }
* ```
*
* And here you have a hundred sprites that will be rendered at the speed of light.
*
* @class
* @extends PIXI.Container
* @memberof PIXI
*/
var ParticleContainer = /*@__PURE__*/(function (Container) {
function ParticleContainer(maxSize, properties, batchSize, autoResize)
{
if ( maxSize === void 0 ) maxSize = 1500;
if ( batchSize === void 0 ) batchSize = 16384;
if ( autoResize === void 0 ) autoResize = false;
Container.call(this);
// Making sure the batch size is valid
// 65535 is max vertex index in the index buffer (see ParticleRenderer)
// so max number of particles is 65536 / 4 = 16384
var maxBatchSize = 16384;
if (batchSize > maxBatchSize)
{
batchSize = maxBatchSize;
}
/**
* Set properties to be dynamic (true) / static (false)
*
* @member {boolean[]}
* @private
*/
this._properties = [false, true, false, false, false];
/**
* @member {number}
* @private
*/
this._maxSize = maxSize;
/**
* @member {number}
* @private
*/
this._batchSize = batchSize;
/**
* @member {Array}
* @private
*/
this._buffers = null;
/**
* for every batch stores _updateID corresponding to the last change in that batch
* @member {number[]}
* @private
*/
this._bufferUpdateIDs = [];
/**
* when child inserted, removed or changes position this number goes up
* @member {number[]}
* @private
*/
this._updateID = 0;
/**
* @member {boolean}
*
*/
this.interactiveChildren = false;
/**
* The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`
* to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL
* @see PIXI.BLEND_MODES
*/
this.blendMode = constants.BLEND_MODES.NORMAL;
/**
* If true, container allocates more batches in case there are more than `maxSize` particles.
* @member {boolean}
* @default false
*/
this.autoResize = autoResize;
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* Default to true here as performance is usually the priority for particles.
*
* @member {boolean}
* @default true
*/
this.roundPixels = true;
/**
* The texture used to render the children.
*
* @readonly
* @member {PIXI.BaseTexture}
*/
this.baseTexture = null;
this.setProperties(properties);
/**
* The tint applied to the container.
* This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
this._tint = 0;
this.tintRgb = new Float32Array(4);
this.tint = 0xFFFFFF;
}
if ( Container ) ParticleContainer.__proto__ = Container;
ParticleContainer.prototype = Object.create( Container && Container.prototype );
ParticleContainer.prototype.constructor = ParticleContainer;
var prototypeAccessors = { tint: { configurable: true } };
/**
* Sets the private properties array to dynamic / static based on the passed properties object
*
* @param {object} properties - The properties to be uploaded
*/
ParticleContainer.prototype.setProperties = function setProperties (properties)
{
if (properties)
{
this._properties[0] = 'vertices' in properties || 'scale' in properties
? !!properties.vertices || !!properties.scale : this._properties[0];
this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];
this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];
this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];
this._properties[4] = 'tint' in properties || 'alpha' in properties
? !!properties.tint || !!properties.alpha : this._properties[4];
}
};
/**
* Updates the object transform for rendering
*
* @private
*/
ParticleContainer.prototype.updateTransform = function updateTransform ()
{
// TODO don't need to!
this.displayObjectUpdateTransform();
// PIXI.Container.prototype.updateTransform.call( this );
};
/**
* The tint applied to the container. This is a hex value.
* A value of 0xFFFFFF will remove any tint effect.
** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
* @member {number}
* @default 0xFFFFFF
*/
prototypeAccessors.tint.get = function ()
{
return this._tint;
};
prototypeAccessors.tint.set = function (value) // eslint-disable-line require-jsdoc
{
this._tint = value;
utils.hex2rgb(value, this.tintRgb);
};
/**
* Renders the container using the WebGL renderer
*
* @private
* @param {PIXI.Renderer} renderer - The webgl renderer
*/
ParticleContainer.prototype.render = function render (renderer)
{
var this$1 = this;
if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable)
{
return;
}
if (!this.baseTexture)
{
this.baseTexture = this.children[0]._texture.baseTexture;
if (!this.baseTexture.valid)
{
this.baseTexture.once('update', function () { return this$1.onChildrenChange(0); });
}
}
renderer.batch.setObjectRenderer(renderer.plugins.particle);
renderer.plugins.particle.render(this);
};
/**
* Set the flag that static data should be updated to true
*
* @private
* @param {number} smallestChildIndex - The smallest child index
*/
ParticleContainer.prototype.onChildrenChange = function onChildrenChange (smallestChildIndex)
{
var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);
while (this._bufferUpdateIDs.length < bufferIndex)
{
this._bufferUpdateIDs.push(0);
}
this._bufferUpdateIDs[bufferIndex] = ++this._updateID;
};
ParticleContainer.prototype.dispose = function dispose ()
{
if (this._buffers)
{
for (var i = 0; i < this._buffers.length; ++i)
{
this._buffers[i].destroy();
}
this._buffers = null;
}
};
/**
* Destroys the container
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have their
* destroy method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true
* Should it destroy the texture of the child sprite
* @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true
* Should it destroy the base texture of the child sprite
*/
ParticleContainer.prototype.destroy = function destroy (options)
{
Container.prototype.destroy.call(this, options);
this.dispose();
this._properties = null;
this._buffers = null;
this._bufferUpdateIDs = null;
};
Object.defineProperties( ParticleContainer.prototype, prototypeAccessors );
return ParticleContainer;
}(display.Container));
/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/
* for creating the original PixiJS version!
* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that
* they now share 4 bytes on the vertex buffer
*
* Heavily inspired by LibGDX's ParticleBuffer:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java
*/
/**
* The particle buffer manages the static and dynamic buffers for a particle container.
*
* @class
* @private
* @memberof PIXI
*/
var ParticleBuffer = function ParticleBuffer(properties, dynamicPropertyFlags, size)
{
this.geometry = new core.Geometry();
this.indexBuffer = null;
/**
* The number of particles the buffer can hold
*
* @private
* @member {number}
*/
this.size = size;
/**
* A list of the properties that are dynamic.
*
* @private
* @member {object[]}
*/
this.dynamicProperties = [];
/**
* A list of the properties that are static.
*
* @private
* @member {object[]}
*/
this.staticProperties = [];
for (var i = 0; i < properties.length; ++i)
{
var property = properties[i];
// Make copy of properties object so that when we edit the offset it doesn't
// change all other instances of the object literal
property = {
attributeName: property.attributeName,
size: property.size,
uploadFunction: property.uploadFunction,
type: property.type || constants.TYPES.FLOAT,
offset: property.offset,
};
if (dynamicPropertyFlags[i])
{
this.dynamicProperties.push(property);
}
else
{
this.staticProperties.push(property);
}
}
this.staticStride = 0;
this.staticBuffer = null;
this.staticData = null;
this.staticDataUint32 = null;
this.dynamicStride = 0;
this.dynamicBuffer = null;
this.dynamicData = null;
this.dynamicDataUint32 = null;
this._updateID = 0;
this.initBuffers();
};
/**
* Sets up the renderer context and necessary buffers.
*
* @private
*/
ParticleBuffer.prototype.initBuffers = function initBuffers ()
{
var geometry = this.geometry;
var dynamicOffset = 0;
/**
* Holds the indices of the geometry (quads) to draw
*
* @member {Uint16Array}
* @private
*/
this.indexBuffer = new core.Buffer(utils.createIndicesForQuads(this.size), true, true);
geometry.addIndex(this.indexBuffer);
this.dynamicStride = 0;
for (var i = 0; i < this.dynamicProperties.length; ++i)
{
var property = this.dynamicProperties[i];
property.offset = dynamicOffset;
dynamicOffset += property.size;
this.dynamicStride += property.size;
}
var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);
this.dynamicData = new Float32Array(dynBuffer);
this.dynamicDataUint32 = new Uint32Array(dynBuffer);
this.dynamicBuffer = new core.Buffer(this.dynamicData, false, false);
// static //
var staticOffset = 0;
this.staticStride = 0;
for (var i$1 = 0; i$1 < this.staticProperties.length; ++i$1)
{
var property$1 = this.staticProperties[i$1];
property$1.offset = staticOffset;
staticOffset += property$1.size;
this.staticStride += property$1.size;
}
var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);
this.staticData = new Float32Array(statBuffer);
this.staticDataUint32 = new Uint32Array(statBuffer);
this.staticBuffer = new core.Buffer(this.staticData, true, false);
for (var i$2 = 0; i$2 < this.dynamicProperties.length; ++i$2)
{
var property$2 = this.dynamicProperties[i$2];
geometry.addAttribute(
property$2.attributeName,
this.dynamicBuffer,
0,
property$2.type === constants.TYPES.UNSIGNED_BYTE,
property$2.type,
this.dynamicStride * 4,
property$2.offset * 4
);
}
for (var i$3 = 0; i$3 < this.staticProperties.length; ++i$3)
{
var property$3 = this.staticProperties[i$3];
geometry.addAttribute(
property$3.attributeName,
this.staticBuffer,
0,
property$3.type === constants.TYPES.UNSIGNED_BYTE,
property$3.type,
this.staticStride * 4,
property$3.offset * 4
);
}
};
/**
* Uploads the dynamic properties.
*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
*/
ParticleBuffer.prototype.uploadDynamic = function uploadDynamic (children, startIndex, amount)
{
for (var i = 0; i < this.dynamicProperties.length; i++)
{
var property = this.dynamicProperties[i];
property.uploadFunction(children, startIndex, amount,
property.type === constants.TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,
this.dynamicStride, property.offset);
}
this.dynamicBuffer._updateID++;
};
/**
* Uploads the static properties.
*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.
* @param {number} startIndex - The index to start at.
* @param {number} amount - The number to upload.
*/
ParticleBuffer.prototype.uploadStatic = function uploadStatic (children, startIndex, amount)
{
for (var i = 0; i < this.staticProperties.length; i++)
{
var property = this.staticProperties[i];
property.uploadFunction(children, startIndex, amount,
property.type === constants.TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,
this.staticStride, property.offset);
}
this.staticBuffer._updateID++;
};
/**
* Destroys the ParticleBuffer.
*
* @private
*/
ParticleBuffer.prototype.destroy = function destroy ()
{
this.indexBuffer = null;
this.dynamicProperties = null;
// this.dynamicBuffer.destroy();
this.dynamicBuffer = null;
this.dynamicData = null;
this.dynamicDataUint32 = null;
this.staticProperties = null;
// this.staticBuffer.destroy();
this.staticBuffer = null;
this.staticData = null;
this.staticDataUint32 = null;
// all buffers are destroyed inside geometry
this.geometry.destroy();
};
var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n";
var fragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}";
/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/
* for creating the original PixiJS version!
* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now
* share 4 bytes on the vertex buffer
*
* Heavily inspired by LibGDX's ParticleRenderer:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java
*/
/**
* Renderer for Particles that is designer for speed over feature set.
*
* @class
* @memberof PIXI
*/
var ParticleRenderer = /*@__PURE__*/(function (ObjectRenderer) {
function ParticleRenderer(renderer)
{
ObjectRenderer.call(this, renderer);
// 65535 is max vertex index in the index buffer (see ParticleRenderer)
// so max number of particles is 65536 / 4 = 16384
// and max number of element in the index buffer is 16384 * 6 = 98304
// Creating a full index buffer, overhead is 98304 * 2 = 196Ko
// let numIndices = 98304;
/**
* The default shader that is used if a sprite doesn't have a more specific one.
*
* @member {PIXI.Shader}
*/
this.shader = null;
this.properties = null;
this.tempMatrix = new math.Matrix();
this.properties = [
// verticesData
{
attributeName: 'aVertexPosition',
size: 2,
uploadFunction: this.uploadVertices,
offset: 0,
},
// positionData
{
attributeName: 'aPositionCoord',
size: 2,
uploadFunction: this.uploadPosition,
offset: 0,
},
// rotationData
{
attributeName: 'aRotation',
size: 1,
uploadFunction: this.uploadRotation,
offset: 0,
},
// uvsData
{
attributeName: 'aTextureCoord',
size: 2,
uploadFunction: this.uploadUvs,
offset: 0,
},
// tintData
{
attributeName: 'aColor',
size: 1,
type: constants.TYPES.UNSIGNED_BYTE,
uploadFunction: this.uploadTint,
offset: 0,
} ];
this.shader = core.Shader.from(vertex, fragment, {});
/**
* The WebGL state in which this renderer will work.
*
* @member {PIXI.State}
* @readonly
*/
this.state = core.State.for2d();
}
if ( ObjectRenderer ) ParticleRenderer.__proto__ = ObjectRenderer;
ParticleRenderer.prototype = Object.create( ObjectRenderer && ObjectRenderer.prototype );
ParticleRenderer.prototype.constructor = ParticleRenderer;
/**
* Renders the particle container object.
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
*/
ParticleRenderer.prototype.render = function render (container)
{
var children = container.children;
var maxSize = container._maxSize;
var batchSize = container._batchSize;
var renderer = this.renderer;
var totalChildren = children.length;
if (totalChildren === 0)
{
return;
}
else if (totalChildren > maxSize && !container.autoResize)
{
totalChildren = maxSize;
}
var buffers = container._buffers;
if (!buffers)
{
buffers = container._buffers = this.generateBuffers(container);
}
var baseTexture = children[0]._texture.baseTexture;
// if the uvs have not updated then no point rendering just yet!
this.state.blendMode = utils.correctBlendMode(container.blendMode, baseTexture.alphaMode);
renderer.state.set(this.state);
var gl = renderer.gl;
var m = container.worldTransform.copyTo(this.tempMatrix);
m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);
this.shader.uniforms.translationMatrix = m.toArray(true);
this.shader.uniforms.uColor = utils.premultiplyRgba(container.tintRgb,
container.worldAlpha, this.shader.uniforms.uColor, baseTexture.alphaMode);
this.shader.uniforms.uSampler = baseTexture;
this.renderer.shader.bind(this.shader);
var updateStatic = false;
// now lets upload and render the buffers..
for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1)
{
var amount = (totalChildren - i);
if (amount > batchSize)
{
amount = batchSize;
}
if (j >= buffers.length)
{
buffers.push(this._generateOneMoreBuffer(container));
}
var buffer = buffers[j];
// we always upload the dynamic
buffer.uploadDynamic(children, i, amount);
var bid = container._bufferUpdateIDs[j] || 0;
updateStatic = updateStatic || (buffer._updateID < bid);
// we only upload the static content when we have to!
if (updateStatic)
{
buffer._updateID = container._updateID;
buffer.uploadStatic(children, i, amount);
}
// bind the buffer
renderer.geometry.bind(buffer.geometry);
gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);
}
};
/**
* Creates one particle buffer for each child in the container we want to render and updates internal properties
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer[]} The buffers
* @private
*/
ParticleRenderer.prototype.generateBuffers = function generateBuffers (container)
{
var buffers = [];
var size = container._maxSize;
var batchSize = container._batchSize;
var dynamicPropertyFlags = container._properties;
for (var i = 0; i < size; i += batchSize)
{
buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));
}
return buffers;
};
/**
* Creates one more particle buffer, because container has autoResize feature
*
* @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer
* @return {PIXI.ParticleBuffer} generated buffer
* @private
*/
ParticleRenderer.prototype._generateOneMoreBuffer = function _generateOneMoreBuffer (container)
{
var batchSize = container._batchSize;
var dynamicPropertyFlags = container._properties;
return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);
};
/**
* Uploads the vertices.
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their vertices uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
ParticleRenderer.prototype.uploadVertices = function uploadVertices (children, startIndex, amount, array, stride, offset)
{
var w0 = 0;
var w1 = 0;
var h0 = 0;
var h1 = 0;
for (var i = 0; i < amount; ++i)
{
var sprite = children[startIndex + i];
var texture = sprite._texture;
var sx = sprite.scale.x;
var sy = sprite.scale.y;
var trim = texture.trim;
var orig = texture.orig;
if (trim)
{
// if the sprite is trimmed and is not a tilingsprite then we need to add the
// extra space before transforming the sprite coords..
w1 = trim.x - (sprite.anchor.x * orig.width);
w0 = w1 + trim.width;
h1 = trim.y - (sprite.anchor.y * orig.height);
h0 = h1 + trim.height;
}
else
{
w0 = (orig.width) * (1 - sprite.anchor.x);
w1 = (orig.width) * -sprite.anchor.x;
h0 = orig.height * (1 - sprite.anchor.y);
h1 = orig.height * -sprite.anchor.y;
}
array[offset] = w1 * sx;
array[offset + 1] = h1 * sy;
array[offset + stride] = w0 * sx;
array[offset + stride + 1] = h1 * sy;
array[offset + (stride * 2)] = w0 * sx;
array[offset + (stride * 2) + 1] = h0 * sy;
array[offset + (stride * 3)] = w1 * sx;
array[offset + (stride * 3) + 1] = h0 * sy;
offset += stride * 4;
}
};
/**
* Uploads the position.
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their positions uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
ParticleRenderer.prototype.uploadPosition = function uploadPosition (children, startIndex, amount, array, stride, offset)
{
for (var i = 0; i < amount; i++)
{
var spritePosition = children[startIndex + i].position;
array[offset] = spritePosition.x;
array[offset + 1] = spritePosition.y;
array[offset + stride] = spritePosition.x;
array[offset + stride + 1] = spritePosition.y;
array[offset + (stride * 2)] = spritePosition.x;
array[offset + (stride * 2) + 1] = spritePosition.y;
array[offset + (stride * 3)] = spritePosition.x;
array[offset + (stride * 3) + 1] = spritePosition.y;
offset += stride * 4;
}
};
/**
* Uploads the rotiation.
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
ParticleRenderer.prototype.uploadRotation = function uploadRotation (children, startIndex, amount, array, stride, offset)
{
for (var i = 0; i < amount; i++)
{
var spriteRotation = children[startIndex + i].rotation;
array[offset] = spriteRotation;
array[offset + stride] = spriteRotation;
array[offset + (stride * 2)] = spriteRotation;
array[offset + (stride * 3)] = spriteRotation;
offset += stride * 4;
}
};
/**
* Uploads the Uvs
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
ParticleRenderer.prototype.uploadUvs = function uploadUvs (children, startIndex, amount, array, stride, offset)
{
for (var i = 0; i < amount; ++i)
{
var textureUvs = children[startIndex + i]._texture._uvs;
if (textureUvs)
{
array[offset] = textureUvs.x0;
array[offset + 1] = textureUvs.y0;
array[offset + stride] = textureUvs.x1;
array[offset + stride + 1] = textureUvs.y1;
array[offset + (stride * 2)] = textureUvs.x2;
array[offset + (stride * 2) + 1] = textureUvs.y2;
array[offset + (stride * 3)] = textureUvs.x3;
array[offset + (stride * 3) + 1] = textureUvs.y3;
offset += stride * 4;
}
else
{
// TODO you know this can be easier!
array[offset] = 0;
array[offset + 1] = 0;
array[offset + stride] = 0;
array[offset + stride + 1] = 0;
array[offset + (stride * 2)] = 0;
array[offset + (stride * 2) + 1] = 0;
array[offset + (stride * 3)] = 0;
array[offset + (stride * 3) + 1] = 0;
offset += stride * 4;
}
}
};
/**
* Uploads the tint.
*
* @param {PIXI.DisplayObject[]} children - the array of display objects to render
* @param {number} startIndex - the index to start from in the children array
* @param {number} amount - the amount of children that will have their rotation uploaded
* @param {number[]} array - The vertices to upload.
* @param {number} stride - Stride to use for iteration.
* @param {number} offset - Offset to start at.
*/
ParticleRenderer.prototype.uploadTint = function uploadTint (children, startIndex, amount, array, stride, offset)
{
for (var i = 0; i < amount; ++i)
{
var sprite = children[startIndex + i];
var premultiplied = sprite._texture.baseTexture.alphaMode > 0;
var alpha = sprite.alpha;
// we dont call extra function if alpha is 1.0, that's faster
var argb = alpha < 1.0 && premultiplied ? utils.premultiplyTint(sprite._tintRGB, alpha)
: sprite._tintRGB + (alpha * 255 << 24);
array[offset] = argb;
array[offset + stride] = argb;
array[offset + (stride * 2)] = argb;
array[offset + (stride * 3)] = argb;
offset += stride * 4;
}
};
/**
* Destroys the ParticleRenderer.
*/
ParticleRenderer.prototype.destroy = function destroy ()
{
ObjectRenderer.prototype.destroy.call(this);
if (this.shader)
{
this.shader.destroy();
this.shader = null;
}
this.tempMatrix = null;
};
return ParticleRenderer;
}(core.ObjectRenderer));
exports.ParticleContainer = ParticleContainer;
exports.ParticleRenderer = ParticleRenderer;
},{"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/math":21,"@pixi/utils":39}],28:[function(require,module,exports){
(function (global){
/*!
* @pixi/polyfill - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/polyfill is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
function _interopDefault (ex) { return (ex && (typeof ex === 'object') && 'default' in ex) ? ex['default'] : ex; }
var es6PromisePolyfill = require('es6-promise-polyfill');
var objectAssign = _interopDefault(require('object-assign'));
// Support for IE 9 - 11 which does not include Promises
if (!window.Promise)
{
window.Promise = es6PromisePolyfill.Polyfill;
}
// References:
if (!Object.assign)
{
Object.assign = objectAssign;
}
var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};
// References:
// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
// https://gist.github.com/1579671
// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision
// https://gist.github.com/timhall/4078614
// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame
// Expected to be used with Browserfiy
// Browserify automatically detects the use of `global` and passes the
// correct reference of `global`, `self`, and finally `window`
var ONE_FRAME_TIME = 16;
// Date.now
if (!(Date.now && Date.prototype.getTime))
{
Date.now = function now()
{
return new Date().getTime();
};
}
// performance.now
if (!(commonjsGlobal.performance && commonjsGlobal.performance.now))
{
var startTime = Date.now();
if (!commonjsGlobal.performance)
{
commonjsGlobal.performance = {};
}
commonjsGlobal.performance.now = function () { return Date.now() - startTime; };
}
// requestAnimationFrame
var lastTime = Date.now();
var vendors = ['ms', 'moz', 'webkit', 'o'];
for (var x = 0; x < vendors.length && !commonjsGlobal.requestAnimationFrame; ++x)
{
var p = vendors[x];
commonjsGlobal.requestAnimationFrame = commonjsGlobal[(p + "RequestAnimationFrame")];
commonjsGlobal.cancelAnimationFrame = commonjsGlobal[(p + "CancelAnimationFrame")] || commonjsGlobal[(p + "CancelRequestAnimationFrame")];
}
if (!commonjsGlobal.requestAnimationFrame)
{
commonjsGlobal.requestAnimationFrame = function (callback) {
if (typeof callback !== 'function')
{
throw new TypeError((callback + "is not a function"));
}
var currentTime = Date.now();
var delay = ONE_FRAME_TIME + lastTime - currentTime;
if (delay < 0)
{
delay = 0;
}
lastTime = currentTime;
return setTimeout(function () {
lastTime = Date.now();
callback(performance.now());
}, delay);
};
}
if (!commonjsGlobal.cancelAnimationFrame)
{
commonjsGlobal.cancelAnimationFrame = function (id) { return clearTimeout(id); };
}
// References:
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
if (!Math.sign)
{
Math.sign = function mathSign(x)
{
x = Number(x);
if (x === 0 || isNaN(x))
{
return x;
}
return x > 0 ? 1 : -1;
};
}
// References:
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
if (!Number.isInteger)
{
Number.isInteger = function numberIsInteger(value)
{
return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;
};
}
if (!window.ArrayBuffer)
{
window.ArrayBuffer = Array;
}
if (!window.Float32Array)
{
window.Float32Array = Array;
}
if (!window.Uint32Array)
{
window.Uint32Array = Array;
}
if (!window.Uint16Array)
{
window.Uint16Array = Array;
}
if (!window.Uint8Array)
{
window.Uint8Array = Array;
}
if (!window.Int32Array)
{
window.Int32Array = Array;
}
}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})
},{"es6-promise-polyfill":52,"object-assign":372}],29:[function(require,module,exports){
/*!
* @pixi/prepare - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/prepare is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var settings = require('@pixi/settings');
var core = require('@pixi/core');
var graphics = require('@pixi/graphics');
var ticker = require('@pixi/ticker');
var display = require('@pixi/display');
var text = require('@pixi/text');
/**
* Default number of uploads per frame using prepare plugin.
*
* @static
* @memberof PIXI.settings
* @name UPLOADS_PER_FRAME
* @type {number}
* @default 4
*/
settings.settings.UPLOADS_PER_FRAME = 4;
/**
* CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified
* number of items per frame.
*
* @class
* @memberof PIXI
*/
var CountLimiter = function CountLimiter(maxItemsPerFrame)
{
/**
* The maximum number of items that can be prepared each frame.
* @type {number}
* @private
*/
this.maxItemsPerFrame = maxItemsPerFrame;
/**
* The number of items that can be prepared in the current frame.
* @type {number}
* @private
*/
this.itemsLeft = 0;
};
/**
* Resets any counting properties to start fresh on a new frame.
*/
CountLimiter.prototype.beginFrame = function beginFrame ()
{
this.itemsLeft = this.maxItemsPerFrame;
};
/**
* Checks to see if another item can be uploaded. This should only be called once per item.
* @return {boolean} If the item is allowed to be uploaded.
*/
CountLimiter.prototype.allowedToUpload = function allowedToUpload ()
{
return this.itemsLeft-- > 0;
};
/**
* The prepare manager provides functionality to upload content to the GPU.
*
* BasePrepare handles basic queuing functionality and is extended by
* {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}
* to provide preparation capabilities specific to their respective renderers.
*
* @example
* // Create a sprite
* const sprite = PIXI.Sprite.from('something.png');
*
* // Load object into GPU
* app.renderer.plugins.prepare.upload(sprite, () => {
*
* //Texture(s) has been uploaded to GPU
* app.stage.addChild(sprite);
*
* })
*
* @abstract
* @class
* @memberof PIXI
*/
var BasePrepare = function BasePrepare(renderer)
{
var this$1 = this;
/**
* The limiter to be used to control how quickly items are prepared.
* @type {PIXI.CountLimiter|PIXI.TimeLimiter}
*/
this.limiter = new CountLimiter(settings.settings.UPLOADS_PER_FRAME);
/**
* Reference to the renderer.
* @type {PIXI.AbstractRenderer}
* @protected
*/
this.renderer = renderer;
/**
* The only real difference between CanvasPrepare and Prepare is what they pass
* to upload hooks. That different parameter is stored here.
* @type {object}
* @protected
*/
this.uploadHookHelper = null;
/**
* Collection of items to uploads at once.
* @type {Array<*>}
* @private
*/
this.queue = [];
/**
* Collection of additional hooks for finding assets.
* @type {Array}
* @private
*/
this.addHooks = [];
/**
* Collection of additional hooks for processing assets.
* @type {Array}
* @private
*/
this.uploadHooks = [];
/**
* Callback to call after completed.
* @type {Array}
* @private
*/
this.completes = [];
/**
* If prepare is ticking (running).
* @type {boolean}
* @private
*/
this.ticking = false;
/**
* 'bound' call for prepareItems().
* @type {Function}
* @private
*/
this.delayedTick = function () {
// unlikely, but in case we were destroyed between tick() and delayedTick()
if (!this$1.queue)
{
return;
}
this$1.prepareItems();
};
// hooks to find the correct texture
this.registerFindHook(findText);
this.registerFindHook(findTextStyle);
this.registerFindHook(findMultipleBaseTextures);
this.registerFindHook(findBaseTexture);
this.registerFindHook(findTexture);
// upload hooks
this.registerUploadHook(drawText);
this.registerUploadHook(calculateTextStyle);
};
/**
* Upload all the textures and graphics to the GPU.
*
* @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item -
* Either the container or display object to search for items to upload, the items to upload themselves,
* or the callback function, if items have been added using `prepare.add`.
* @param {Function} [done] - Optional callback when all queued uploads have completed
*/
BasePrepare.prototype.upload = function upload (item, done)
{
if (typeof item === 'function')
{
done = item;
item = null;
}
// If a display object, search for items
// that we could upload
if (item)
{
this.add(item);
}
// Get the items for upload from the display
if (this.queue.length)
{
if (done)
{
this.completes.push(done);
}
if (!this.ticking)
{
this.ticking = true;
ticker.Ticker.system.addOnce(this.tick, this, ticker.UPDATE_PRIORITY.UTILITY);
}
}
else if (done)
{
done();
}
};
/**
* Handle tick update
*
* @private
*/
BasePrepare.prototype.tick = function tick ()
{
setTimeout(this.delayedTick, 0);
};
/**
* Actually prepare items. This is handled outside of the tick because it will take a while
* and we do NOT want to block the current animation frame from rendering.
*
* @private
*/
BasePrepare.prototype.prepareItems = function prepareItems ()
{
this.limiter.beginFrame();
// Upload the graphics
while (this.queue.length && this.limiter.allowedToUpload())
{
var item = this.queue[0];
var uploaded = false;
if (item && !item._destroyed)
{
for (var i = 0, len = this.uploadHooks.length; i < len; i++)
{
if (this.uploadHooks[i](this.uploadHookHelper, item))
{
this.queue.shift();
uploaded = true;
break;
}
}
}
if (!uploaded)
{
this.queue.shift();
}
}
// We're finished
if (!this.queue.length)
{
this.ticking = false;
var completes = this.completes.slice(0);
this.completes.length = 0;
for (var i$1 = 0, len$1 = completes.length; i$1 < len$1; i$1++)
{
completes[i$1]();
}
}
else
{
// if we are not finished, on the next rAF do this again
ticker.Ticker.system.addOnce(this.tick, this, ticker.UPDATE_PRIORITY.UTILITY);
}
};
/**
* Adds hooks for finding items.
*
* @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`
* function must return `true` if it was able to add item to the queue.
* @return {this} Instance of plugin for chaining.
*/
BasePrepare.prototype.registerFindHook = function registerFindHook (addHook)
{
if (addHook)
{
this.addHooks.push(addHook);
}
return this;
};
/**
* Adds hooks for uploading items.
*
* @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and
* function must return `true` if it was able to handle upload of item.
* @return {this} Instance of plugin for chaining.
*/
BasePrepare.prototype.registerUploadHook = function registerUploadHook (uploadHook)
{
if (uploadHook)
{
this.uploadHooks.push(uploadHook);
}
return this;
};
/**
* Manually add an item to the uploading queue.
*
* @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to
* add to the queue
* @return {this} Instance of plugin for chaining.
*/
BasePrepare.prototype.add = function add (item)
{
// Add additional hooks for finding elements on special
// types of objects that
for (var i = 0, len = this.addHooks.length; i < len; i++)
{
if (this.addHooks[i](item, this.queue))
{
break;
}
}
// Get children recursively
if (item instanceof display.Container)
{
for (var i$1 = item.children.length - 1; i$1 >= 0; i$1--)
{
this.add(item.children[i$1]);
}
}
return this;
};
/**
* Destroys the plugin, don't use after this.
*
*/
BasePrepare.prototype.destroy = function destroy ()
{
if (this.ticking)
{
ticker.Ticker.system.remove(this.tick, this);
}
this.ticking = false;
this.addHooks = null;
this.uploadHooks = null;
this.renderer = null;
this.completes = null;
this.queue = null;
this.limiter = null;
this.uploadHookHelper = null;
};
/**
* Built-in hook to find multiple textures from objects like AnimatedSprites.
*
* @private
* @param {PIXI.DisplayObject} item - Display object to check
* @param {Array<*>} queue - Collection of items to upload
* @return {boolean} if a PIXI.Texture object was found.
*/
function findMultipleBaseTextures(item, queue)
{
var result = false;
// Objects with multiple textures
if (item && item._textures && item._textures.length)
{
for (var i = 0; i < item._textures.length; i++)
{
if (item._textures[i] instanceof core.Texture)
{
var baseTexture = item._textures[i].baseTexture;
if (queue.indexOf(baseTexture) === -1)
{
queue.push(baseTexture);
result = true;
}
}
}
}
return result;
}
/**
* Built-in hook to find BaseTextures from Texture.
*
* @private
* @param {PIXI.Texture} item - Display object to check
* @param {Array<*>} queue - Collection of items to upload
* @return {boolean} if a PIXI.Texture object was found.
*/
function findBaseTexture(item, queue)
{
if (item.baseTexture instanceof core.BaseTexture)
{
var texture = item.baseTexture;
if (queue.indexOf(texture) === -1)
{
queue.push(texture);
}
return true;
}
return false;
}
/**
* Built-in hook to find textures from objects.
*
* @private
* @param {PIXI.DisplayObject} item - Display object to check
* @param {Array<*>} queue - Collection of items to upload
* @return {boolean} if a PIXI.Texture object was found.
*/
function findTexture(item, queue)
{
if (item._texture && item._texture instanceof core.Texture)
{
var texture = item._texture.baseTexture;
if (queue.indexOf(texture) === -1)
{
queue.push(texture);
}
return true;
}
return false;
}
/**
* Built-in hook to draw PIXI.Text to its texture.
*
* @private
* @param {PIXI.Renderer|PIXI.CanvasPrepare} helper - Not used by this upload handler
* @param {PIXI.DisplayObject} item - Item to check
* @return {boolean} If item was uploaded.
*/
function drawText(helper, item)
{
if (item instanceof text.Text)
{
// updating text will return early if it is not dirty
item.updateText(true);
return true;
}
return false;
}
/**
* Built-in hook to calculate a text style for a PIXI.Text object.
*
* @private
* @param {PIXI.Renderer|PIXI.CanvasPrepare} helper - Not used by this upload handler
* @param {PIXI.DisplayObject} item - Item to check
* @return {boolean} If item was uploaded.
*/
function calculateTextStyle(helper, item)
{
if (item instanceof text.TextStyle)
{
var font = item.toFontString();
text.TextMetrics.measureFont(font);
return true;
}
return false;
}
/**
* Built-in hook to find Text objects.
*
* @private
* @param {PIXI.DisplayObject} item - Display object to check
* @param {Array<*>} queue - Collection of items to upload
* @return {boolean} if a PIXI.Text object was found.
*/
function findText(item, queue)
{
if (item instanceof text.Text)
{
// push the text style to prepare it - this can be really expensive
if (queue.indexOf(item.style) === -1)
{
queue.push(item.style);
}
// also push the text object so that we can render it (to canvas/texture) if needed
if (queue.indexOf(item) === -1)
{
queue.push(item);
}
// also push the Text's texture for upload to GPU
var texture = item._texture.baseTexture;
if (queue.indexOf(texture) === -1)
{
queue.push(texture);
}
return true;
}
return false;
}
/**
* Built-in hook to find TextStyle objects.
*
* @private
* @param {PIXI.TextStyle} item - Display object to check
* @param {Array<*>} queue - Collection of items to upload
* @return {boolean} if a PIXI.TextStyle object was found.
*/
function findTextStyle(item, queue)
{
if (item instanceof text.TextStyle)
{
if (queue.indexOf(item) === -1)
{
queue.push(item);
}
return true;
}
return false;
}
/**
* The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for
* asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.
*
* Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.
* See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.
* @example
* // Create a new application
* const app = new PIXI.Application();
* document.body.appendChild(app.view);
*
* // Don't start rendering right away
* app.stop();
*
* // create a display object
* const rect = new PIXI.Graphics()
* .beginFill(0x00ff00)
* .drawRect(40, 40, 200, 200);
*
* // Add to the stage
* app.stage.addChild(rect);
*
* // Don't start rendering until the graphic is uploaded to the GPU
* app.renderer.plugins.prepare.upload(app.stage, () => {
* app.start();
* });
*
* @class
* @extends PIXI.BasePrepare
* @memberof PIXI
*/
var Prepare = /*@__PURE__*/(function (BasePrepare) {
function Prepare(renderer)
{
BasePrepare.call(this, renderer);
this.uploadHookHelper = this.renderer;
// Add textures and graphics to upload
this.registerFindHook(findGraphics);
this.registerUploadHook(uploadBaseTextures);
this.registerUploadHook(uploadGraphics);
}
if ( BasePrepare ) Prepare.__proto__ = BasePrepare;
Prepare.prototype = Object.create( BasePrepare && BasePrepare.prototype );
Prepare.prototype.constructor = Prepare;
return Prepare;
}(BasePrepare));
/**
* Built-in hook to upload PIXI.Texture objects to the GPU.
*
* @private
* @param {PIXI.Renderer} renderer - instance of the webgl renderer
* @param {PIXI.BaseTexture} item - Item to check
* @return {boolean} If item was uploaded.
*/
function uploadBaseTextures(renderer, item)
{
if (item instanceof core.BaseTexture)
{
// if the texture already has a GL texture, then the texture has been prepared or rendered
// before now. If the texture changed, then the changer should be calling texture.update() which
// reuploads the texture without need for preparing it again
if (!item._glTextures[renderer.CONTEXT_UID])
{
renderer.texture.bind(item);
}
return true;
}
return false;
}
/**
* Built-in hook to upload PIXI.Graphics to the GPU.
*
* @private
* @param {PIXI.Renderer} renderer - instance of the webgl renderer
* @param {PIXI.DisplayObject} item - Item to check
* @return {boolean} If item was uploaded.
*/
function uploadGraphics(renderer, item)
{
if (!(item instanceof graphics.Graphics))
{
return false;
}
var geometry = item.geometry;
// update dirty graphics to get batches
item.finishPoly();
geometry.updateBatches();
var batches = geometry.batches;
// upload all textures found in styles
for (var i = 0; i < batches.length; i++)
{
var ref = batches[i].style;
var texture = ref.texture;
if (texture)
{
uploadBaseTextures(renderer, texture.baseTexture);
}
}
// if its not batchable - update vao for particular shader
if (!geometry.batchable)
{
renderer.geometry.bind(geometry, item._resolveDirectShader());
}
return true;
}
/**
* Built-in hook to find graphics.
*
* @private
* @param {PIXI.DisplayObject} item - Display object to check
* @param {Array<*>} queue - Collection of items to upload
* @return {boolean} if a PIXI.Graphics object was found.
*/
function findGraphics(item, queue)
{
if (item instanceof graphics.Graphics)
{
queue.push(item);
return true;
}
return false;
}
/**
* TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified
* number of milliseconds per frame.
*
* @class
* @memberof PIXI
*/
var TimeLimiter = function TimeLimiter(maxMilliseconds)
{
/**
* The maximum milliseconds that can be spent preparing items each frame.
* @type {number}
* @private
*/
this.maxMilliseconds = maxMilliseconds;
/**
* The start time of the current frame.
* @type {number}
* @private
*/
this.frameStart = 0;
};
/**
* Resets any counting properties to start fresh on a new frame.
*/
TimeLimiter.prototype.beginFrame = function beginFrame ()
{
this.frameStart = Date.now();
};
/**
* Checks to see if another item can be uploaded. This should only be called once per item.
* @return {boolean} If the item is allowed to be uploaded.
*/
TimeLimiter.prototype.allowedToUpload = function allowedToUpload ()
{
return Date.now() - this.frameStart < this.maxMilliseconds;
};
exports.BasePrepare = BasePrepare;
exports.CountLimiter = CountLimiter;
exports.Prepare = Prepare;
exports.TimeLimiter = TimeLimiter;
},{"@pixi/core":7,"@pixi/display":8,"@pixi/graphics":18,"@pixi/settings":31,"@pixi/text":37,"@pixi/ticker":38}],30:[function(require,module,exports){
/*!
* @pixi/runner - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/runner is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
/**
* A Runner is a highly performant and simple alternative to signals. Best used in situations
* where events are dispatched to many objects at high frequency (say every frame!)
*
*
* like a signal..
* ```
* import { Runner } from '@pixi/runner';
*
* const myObject = {
* loaded: new Runner('loaded')
* }
*
* const listener = {
* loaded: function(){
* // thin
* }
* }
*
* myObject.update.add(listener);
*
* myObject.loaded.emit();
* ```
*
* Or for handling calling the same function on many items
* ```
* import { Runner } from '@pixi/runner';
*
* const myGame = {
* update: new Runner('update')
* }
*
* const gameObject = {
* update: function(time){
* // update my gamey state
* }
* }
*
* myGame.update.add(gameObject1);
*
* myGame.update.emit(time);
* ```
* @class
* @memberof PIXI
*/
var Runner = /** @class */ (function () {
/**
* @param {string} name the function name that will be executed on the listeners added to this Runner.
*/
function Runner(name) {
this.items = [];
this._name = name;
this._aliasCount = 0;
}
/**
* Dispatch/Broadcast Runner to all listeners added to the queue.
* @param {...any} params - optional parameters to pass to each listener
* @return {PIXI.Runner}
*/
Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) {
if (arguments.length > 8) {
throw new Error('max arguments reached');
}
var _a = this, name = _a.name, items = _a.items;
this._aliasCount++;
for (var i = 0, len = items.length; i < len; i++) {
items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);
}
if (items === this.items) {
this._aliasCount--;
}
return this;
};
Runner.prototype.ensureNonAliasedItems = function () {
if (this._aliasCount > 0 && this.items.length > 1) {
this._aliasCount = 0;
this.items = this.items.slice(0);
}
};
/**
* Add a listener to the Runner
*
* Runners do not need to have scope or functions passed to them.
* All that is required is to pass the listening object and ensure that it has contains a function that has the same name
* as the name provided to the Runner when it was created.
*
* Eg A listener passed to this Runner will require a 'complete' function.
*
* ```
* import { Runner } from '@pixi/runner';
*
* const complete = new Runner('complete');
* ```
*
* The scope used will be the object itself.
*
* @param {any} item - The object that will be listening.
* @return {PIXI.Runner}
*/
Runner.prototype.add = function (item) {
if (item[this._name]) {
this.ensureNonAliasedItems();
this.remove(item);
this.items.push(item);
}
return this;
};
/**
* Remove a single listener from the dispatch queue.
* @param {any} item - The listenr that you would like to remove.
* @return {PIXI.Runner}
*/
Runner.prototype.remove = function (item) {
var index = this.items.indexOf(item);
if (index !== -1) {
this.ensureNonAliasedItems();
this.items.splice(index, 1);
}
return this;
};
/**
* Check to see if the listener is already in the Runner
* @param {any} item - The listener that you would like to check.
*/
Runner.prototype.contains = function (item) {
return this.items.indexOf(item) !== -1;
};
/**
* Remove all listeners from the Runner
* @return {PIXI.Runner}
*/
Runner.prototype.removeAll = function () {
this.ensureNonAliasedItems();
this.items.length = 0;
return this;
};
/**
* Remove all references, don't use after this.
*/
Runner.prototype.destroy = function () {
this.removeAll();
this.items = null;
this._name = null;
};
Object.defineProperty(Runner.prototype, "empty", {
/**
* `true` if there are no this Runner contains no listeners
*
* @member {boolean}
* @readonly
*/
get: function () {
return this.items.length === 0;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Runner.prototype, "name", {
/**
* The name of the runner.
*
* @member {string}
* @readonly
*/
get: function () {
return this._name;
},
enumerable: true,
configurable: true
});
return Runner;
}());
Object.defineProperties(Runner.prototype, {
/**
* Alias for `emit`
* @memberof PIXI.Runner#
* @method dispatch
* @see PIXI.Runner#emit
*/
dispatch: { value: Runner.prototype.emit },
/**
* Alias for `emit`
* @memberof PIXI.Runner#
* @method run
* @see PIXI.Runner#emit
*/
run: { value: Runner.prototype.emit },
});
exports.Runner = Runner;
},{}],31:[function(require,module,exports){
/*!
* @pixi/settings - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/settings is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
function _interopDefault (ex) { return (ex && (typeof ex === 'object') && 'default' in ex) ? ex['default'] : ex; }
var isMobileCall = _interopDefault(require('ismobilejs'));
// The ESM/CJS versions of ismobilejs only
var isMobile = isMobileCall();
/**
* The maximum recommended texture units to use.
* In theory the bigger the better, and for desktop we'll use as many as we can.
* But some mobile devices slow down if there is to many branches in the shader.
* So in practice there seems to be a sweet spot size that varies depending on the device.
*
* In v4, all mobile devices were limited to 4 texture units because for this.
* In v5, we allow all texture units to be used on modern Apple or Android devices.
*
* @private
* @param {number} max
* @returns {number}
*/
function maxRecommendedTextures(max)
{
var allowMax = true;
if (isMobile.tablet || isMobile.phone)
{
allowMax = false;
if (isMobile.apple.device)
{
var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/);
if (match)
{
var majorVersion = parseInt(match[1], 10);
// All texture units can be used on devices that support ios 11 or above
if (majorVersion >= 11)
{
allowMax = true;
}
}
}
if (isMobile.android.device)
{
var match$1 = (navigator.userAgent).match(/Android\s([0-9.]*)/);
if (match$1)
{
var majorVersion$1 = parseInt(match$1[1], 10);
// All texture units can be used on devices that support Android 7 (Nougat) or above
if (majorVersion$1 >= 7)
{
allowMax = true;
}
}
}
}
return allowMax ? max : 4;
}
/**
* Uploading the same buffer multiple times in a single frame can cause performance issues.
* Apparent on iOS so only check for that at the moment
* This check may become more complex if this issue pops up elsewhere.
*
* @private
* @returns {boolean}
*/
function canUploadSameBuffer()
{
return !isMobile.apple.device;
}
/**
* User's customizable globals for overriding the default PIXI settings, such
* as a renderer's default resolution, framerate, float precision, etc.
* @example
* // Use the native window resolution as the default resolution
* // will support high-density displays when rendering
* PIXI.settings.RESOLUTION = window.devicePixelRatio;
*
* // Disable interpolation when scaling, will make texture be pixelated
* PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;
* @namespace PIXI.settings
*/
var settings = {
/**
* If set to true WebGL will attempt make textures mimpaped by default.
* Mipmapping will only succeed if the base texture uploaded has power of two dimensions.
*
* @static
* @name MIPMAP_TEXTURES
* @memberof PIXI.settings
* @type {PIXI.MIPMAP_MODES}
* @default PIXI.MIPMAP_MODES.POW2
*/
MIPMAP_TEXTURES: 1,
/**
* Default anisotropic filtering level of textures.
* Usually from 0 to 16
*
* @static
* @name ANISOTROPIC_LEVEL
* @memberof PIXI.settings
* @type {number}
* @default 0
*/
ANISOTROPIC_LEVEL: 0,
/**
* Default resolution / device pixel ratio of the renderer.
*
* @static
* @name RESOLUTION
* @memberof PIXI.settings
* @type {number}
* @default 1
*/
RESOLUTION: 1,
/**
* Default filter resolution.
*
* @static
* @name FILTER_RESOLUTION
* @memberof PIXI.settings
* @type {number}
* @default 1
*/
FILTER_RESOLUTION: 1,
/**
* The maximum textures that this device supports.
*
* @static
* @name SPRITE_MAX_TEXTURES
* @memberof PIXI.settings
* @type {number}
* @default 32
*/
SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),
// TODO: maybe change to SPRITE.BATCH_SIZE: 2000
// TODO: maybe add PARTICLE.BATCH_SIZE: 15000
/**
* The default sprite batch size.
*
* The default aims to balance desktop and mobile devices.
*
* @static
* @name SPRITE_BATCH_SIZE
* @memberof PIXI.settings
* @type {number}
* @default 4096
*/
SPRITE_BATCH_SIZE: 4096,
/**
* The default render options if none are supplied to {@link PIXI.Renderer}
* or {@link PIXI.CanvasRenderer}.
*
* @static
* @name RENDER_OPTIONS
* @memberof PIXI.settings
* @type {object}
* @property {HTMLCanvasElement} view=null
* @property {number} resolution=1
* @property {boolean} antialias=false
* @property {boolean} forceFXAA=false
* @property {boolean} autoDensity=false
* @property {boolean} transparent=false
* @property {number} backgroundColor=0x000000
* @property {boolean} clearBeforeRender=true
* @property {boolean} preserveDrawingBuffer=false
* @property {number} width=800
* @property {number} height=600
* @property {boolean} legacy=false
*/
RENDER_OPTIONS: {
view: null,
antialias: false,
forceFXAA: false,
autoDensity: false,
transparent: false,
backgroundColor: 0x000000,
clearBeforeRender: true,
preserveDrawingBuffer: false,
width: 800,
height: 600,
legacy: false,
},
/**
* Default Garbage Collection mode.
*
* @static
* @name GC_MODE
* @memberof PIXI.settings
* @type {PIXI.GC_MODES}
* @default PIXI.GC_MODES.AUTO
*/
GC_MODE: 0,
/**
* Default Garbage Collection max idle.
*
* @static
* @name GC_MAX_IDLE
* @memberof PIXI.settings
* @type {number}
* @default 3600
*/
GC_MAX_IDLE: 60 * 60,
/**
* Default Garbage Collection maximum check count.
*
* @static
* @name GC_MAX_CHECK_COUNT
* @memberof PIXI.settings
* @type {number}
* @default 600
*/
GC_MAX_CHECK_COUNT: 60 * 10,
/**
* Default wrap modes that are supported by pixi.
*
* @static
* @name WRAP_MODE
* @memberof PIXI.settings
* @type {PIXI.WRAP_MODES}
* @default PIXI.WRAP_MODES.CLAMP
*/
WRAP_MODE: 33071,
/**
* Default scale mode for textures.
*
* @static
* @name SCALE_MODE
* @memberof PIXI.settings
* @type {PIXI.SCALE_MODES}
* @default PIXI.SCALE_MODES.LINEAR
*/
SCALE_MODE: 1,
/**
* Default specify float precision in vertex shader.
*
* @static
* @name PRECISION_VERTEX
* @memberof PIXI.settings
* @type {PIXI.PRECISION}
* @default PIXI.PRECISION.HIGH
*/
PRECISION_VERTEX: 'highp',
/**
* Default specify float precision in fragment shader.
* iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742
*
* @static
* @name PRECISION_FRAGMENT
* @memberof PIXI.settings
* @type {PIXI.PRECISION}
* @default PIXI.PRECISION.MEDIUM
*/
PRECISION_FRAGMENT: isMobile.apple.device ? 'highp' : 'mediump',
/**
* Can we upload the same buffer in a single frame?
*
* @static
* @name CAN_UPLOAD_SAME_BUFFER
* @memberof PIXI.settings
* @type {boolean}
*/
CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),
/**
* Enables bitmap creation before image load. This feature is experimental.
*
* @static
* @name CREATE_IMAGE_BITMAP
* @memberof PIXI.settings
* @type {boolean}
* @default false
*/
CREATE_IMAGE_BITMAP: false,
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
*
* @static
* @constant
* @memberof PIXI.settings
* @type {boolean}
* @default false
*/
ROUND_PIXELS: false,
};
exports.isMobile = isMobile;
exports.settings = settings;
},{"ismobilejs":114}],32:[function(require,module,exports){
/*!
* @pixi/sprite-animated - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/sprite-animated is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var core = require('@pixi/core');
var sprite = require('@pixi/sprite');
var ticker = require('@pixi/ticker');
/**
* An AnimatedSprite is a simple way to display an animation depicted by a list of textures.
*
* ```js
* let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"];
* let textureArray = [];
*
* for (let i=0; i < 4; i++)
* {
* let texture = PIXI.Texture.from(alienImages[i]);
* textureArray.push(texture);
* };
*
* let animatedSprite = new PIXI.AnimatedSprite(textureArray);
* ```
*
* The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}
* containing the animation definitions:
*
* ```js
* PIXI.Loader.shared.add("assets/spritesheet.json").load(setup);
*
* function setup() {
* let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet;
* animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]);
* ...
* }
* ```
*
* @class
* @extends PIXI.Sprite
* @memberof PIXI
*/
var AnimatedSprite = /*@__PURE__*/(function (Sprite) {
function AnimatedSprite(textures, autoUpdate)
{
Sprite.call(this, textures[0] instanceof core.Texture ? textures[0] : textures[0].texture);
/**
* @type {PIXI.Texture[]}
* @private
*/
this._textures = null;
/**
* @type {number[]}
* @private
*/
this._durations = null;
this.textures = textures;
/**
* `true` uses PIXI.Ticker.shared to auto update animation time.
* @type {boolean}
* @default true
* @private
*/
this._autoUpdate = autoUpdate !== false;
/**
* The speed that the AnimatedSprite will play at. Higher is faster, lower is slower.
*
* @member {number}
* @default 1
*/
this.animationSpeed = 1;
/**
* Whether or not the animate sprite repeats after playing.
*
* @member {boolean}
* @default true
*/
this.loop = true;
/**
* Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes.
*
* Useful with [sprite sheet animations]{@link PIXI.Spritesheet#animations} created with tools.
* Changing anchor for each frame allows to pin sprite origin to certain moving feature
* of the frame (e.g. left foot).
*
* Note: Enabling this will override any previously set `anchor` on each frame change.
*
* @member {boolean}
* @default false
*/
this.updateAnchor = false;
/**
* Function to call when an AnimatedSprite finishes playing.
*
* @member {Function}
*/
this.onComplete = null;
/**
* Function to call when an AnimatedSprite changes which texture is being rendered.
*
* @member {Function}
*/
this.onFrameChange = null;
/**
* Function to call when `loop` is true, and an AnimatedSprite is played and loops around to start again.
*
* @member {Function}
*/
this.onLoop = null;
/**
* Elapsed time since animation has been started, used internally to display current texture.
*
* @member {number}
* @private
*/
this._currentTime = 0;
/**
* Indicates if the AnimatedSprite is currently playing.
*
* @member {boolean}
* @readonly
*/
this.playing = false;
}
if ( Sprite ) AnimatedSprite.__proto__ = Sprite;
AnimatedSprite.prototype = Object.create( Sprite && Sprite.prototype );
AnimatedSprite.prototype.constructor = AnimatedSprite;
var prototypeAccessors = { totalFrames: { configurable: true },textures: { configurable: true },currentFrame: { configurable: true } };
/**
* Stops the AnimatedSprite.
*
*/
AnimatedSprite.prototype.stop = function stop ()
{
if (!this.playing)
{
return;
}
this.playing = false;
if (this._autoUpdate)
{
ticker.Ticker.shared.remove(this.update, this);
}
};
/**
* Plays the AnimatedSprite.
*
*/
AnimatedSprite.prototype.play = function play ()
{
if (this.playing)
{
return;
}
this.playing = true;
if (this._autoUpdate)
{
ticker.Ticker.shared.add(this.update, this, ticker.UPDATE_PRIORITY.HIGH);
}
};
/**
* Stops the AnimatedSprite and goes to a specific frame.
*
* @param {number} frameNumber - Frame index to stop at.
*/
AnimatedSprite.prototype.gotoAndStop = function gotoAndStop (frameNumber)
{
this.stop();
var previousFrame = this.currentFrame;
this._currentTime = frameNumber;
if (previousFrame !== this.currentFrame)
{
this.updateTexture();
}
};
/**
* Goes to a specific frame and begins playing the AnimatedSprite.
*
* @param {number} frameNumber - Frame index to start at.
*/
AnimatedSprite.prototype.gotoAndPlay = function gotoAndPlay (frameNumber)
{
var previousFrame = this.currentFrame;
this._currentTime = frameNumber;
if (previousFrame !== this.currentFrame)
{
this.updateTexture();
}
this.play();
};
/**
* Updates the object transform for rendering.
*
* @private
* @param {number} deltaTime - Time since last tick.
*/
AnimatedSprite.prototype.update = function update (deltaTime)
{
var elapsed = this.animationSpeed * deltaTime;
var previousFrame = this.currentFrame;
if (this._durations !== null)
{
var lag = this._currentTime % 1 * this._durations[this.currentFrame];
lag += elapsed / 60 * 1000;
while (lag < 0)
{
this._currentTime--;
lag += this._durations[this.currentFrame];
}
var sign = Math.sign(this.animationSpeed * deltaTime);
this._currentTime = Math.floor(this._currentTime);
while (lag >= this._durations[this.currentFrame])
{
lag -= this._durations[this.currentFrame] * sign;
this._currentTime += sign;
}
this._currentTime += lag / this._durations[this.currentFrame];
}
else
{
this._currentTime += elapsed;
}
if (this._currentTime < 0 && !this.loop)
{
this._currentTime = 0;
this.stop();
if (this.onComplete)
{
this.onComplete();
}
}
else if (this._currentTime >= this._textures.length && !this.loop)
{
this._currentTime = this._textures.length - 1;
this.stop();
if (this.onComplete)
{
this.onComplete();
}
}
else if (previousFrame !== this.currentFrame)
{
if (this.loop && this.onLoop)
{
if (this.animationSpeed > 0 && this.currentFrame < previousFrame)
{
this.onLoop();
}
else if (this.animationSpeed < 0 && this.currentFrame > previousFrame)
{
this.onLoop();
}
}
this.updateTexture();
}
};
/**
* Updates the displayed texture to match the current frame index.
*
* @private
*/
AnimatedSprite.prototype.updateTexture = function updateTexture ()
{
this._texture = this._textures[this.currentFrame];
this._textureID = -1;
this._textureTrimmedID = -1;
this._cachedTint = 0xFFFFFF;
this.uvs = this._texture._uvs.uvsFloat32;
if (this.updateAnchor)
{
this._anchor.copyFrom(this._texture.defaultAnchor);
}
if (this.onFrameChange)
{
this.onFrameChange(this.currentFrame);
}
};
/**
* Stops the AnimatedSprite and destroys it.
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value.
* @param {boolean} [options.children=false] - If set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.
* @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.
*/
AnimatedSprite.prototype.destroy = function destroy (options)
{
this.stop();
Sprite.prototype.destroy.call(this, options);
this.onComplete = null;
this.onFrameChange = null;
this.onLoop = null;
};
/**
* A short hand way of creating an AnimatedSprite from an array of frame ids.
*
* @static
* @param {string[]} frames - The array of frames ids the AnimatedSprite will use as its texture frames.
* @return {AnimatedSprite} The new animated sprite with the specified frames.
*/
AnimatedSprite.fromFrames = function fromFrames (frames)
{
var textures = [];
for (var i = 0; i < frames.length; ++i)
{
textures.push(core.Texture.from(frames[i]));
}
return new AnimatedSprite(textures);
};
/**
* A short hand way of creating an AnimatedSprite from an array of image ids.
*
* @static
* @param {string[]} images - The array of image urls the AnimatedSprite will use as its texture frames.
* @return {AnimatedSprite} The new animate sprite with the specified images as frames.
*/
AnimatedSprite.fromImages = function fromImages (images)
{
var textures = [];
for (var i = 0; i < images.length; ++i)
{
textures.push(core.Texture.from(images[i]));
}
return new AnimatedSprite(textures);
};
/**
* The total number of frames in the AnimatedSprite. This is the same as number of textures
* assigned to the AnimatedSprite.
*
* @readonly
* @member {number}
* @default 0
*/
prototypeAccessors.totalFrames.get = function ()
{
return this._textures.length;
};
/**
* The array of textures used for this AnimatedSprite.
*
* @member {PIXI.Texture[]}
*/
prototypeAccessors.textures.get = function ()
{
return this._textures;
};
prototypeAccessors.textures.set = function (value) // eslint-disable-line require-jsdoc
{
if (value[0] instanceof core.Texture)
{
this._textures = value;
this._durations = null;
}
else
{
this._textures = [];
this._durations = [];
for (var i = 0; i < value.length; i++)
{
this._textures.push(value[i].texture);
this._durations.push(value[i].time);
}
}
this.gotoAndStop(0);
this.updateTexture();
};
/**
* The AnimatedSprites current frame index.
*
* @member {number}
* @readonly
*/
prototypeAccessors.currentFrame.get = function ()
{
var currentFrame = Math.floor(this._currentTime) % this._textures.length;
if (currentFrame < 0)
{
currentFrame += this._textures.length;
}
return currentFrame;
};
Object.defineProperties( AnimatedSprite.prototype, prototypeAccessors );
return AnimatedSprite;
}(sprite.Sprite));
/**
* @memberof PIXI.AnimatedSprite
* @typedef {object} FrameObject
* @type {object}
* @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame
* @property {number} time - the duration of the frame in ms
*/
exports.AnimatedSprite = AnimatedSprite;
},{"@pixi/core":7,"@pixi/sprite":34,"@pixi/ticker":38}],33:[function(require,module,exports){
/*!
* @pixi/sprite-tiling - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/sprite-tiling is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var core = require('@pixi/core');
var math = require('@pixi/math');
var utils = require('@pixi/utils');
var sprite = require('@pixi/sprite');
var constants = require('@pixi/constants');
var tempPoint = new math.Point();
/**
* A tiling sprite is a fast way of rendering a tiling image
*
* @class
* @extends PIXI.Sprite
* @memberof PIXI
*/
var TilingSprite = /*@__PURE__*/(function (Sprite) {
function TilingSprite(texture, width, height)
{
if ( width === void 0 ) width = 100;
if ( height === void 0 ) height = 100;
Sprite.call(this, texture);
/**
* Tile transform
*
* @member {PIXI.Transform}
*/
this.tileTransform = new math.Transform();
// /// private
/**
* The with of the tiling sprite
*
* @member {number}
* @private
*/
this._width = width;
/**
* The height of the tiling sprite
*
* @member {number}
* @private
*/
this._height = height;
/**
* Canvas pattern
*
* @type {CanvasPattern}
* @private
*/
this._canvasPattern = null;
/**
* matrix that is applied to UV to get the coords in Texture normalized space to coords in BaseTexture space
*
* @member {PIXI.TextureMatrix}
*/
this.uvMatrix = texture.uvMatrix || new core.TextureMatrix(texture);
/**
* Plugin that is responsible for rendering this element.
* Allows to customize the rendering process without overriding '_render' method.
*
* @member {string}
* @default 'tilingSprite'
*/
this.pluginName = 'tilingSprite';
/**
* Whether or not anchor affects uvs
*
* @member {boolean}
* @default false
*/
this.uvRespectAnchor = false;
}
if ( Sprite ) TilingSprite.__proto__ = Sprite;
TilingSprite.prototype = Object.create( Sprite && Sprite.prototype );
TilingSprite.prototype.constructor = TilingSprite;
var prototypeAccessors = { clampMargin: { configurable: true },tileScale: { configurable: true },tilePosition: { configurable: true },width: { configurable: true },height: { configurable: true } };
/**
* Changes frame clamping in corresponding textureTransform, shortcut
* Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas
*
* @default 0.5
* @member {number}
*/
prototypeAccessors.clampMargin.get = function ()
{
return this.uvMatrix.clampMargin;
};
prototypeAccessors.clampMargin.set = function (value) // eslint-disable-line require-jsdoc
{
this.uvMatrix.clampMargin = value;
this.uvMatrix.update(true);
};
/**
* The scaling of the image that is being tiled
*
* @member {PIXI.ObservablePoint}
*/
prototypeAccessors.tileScale.get = function ()
{
return this.tileTransform.scale;
};
prototypeAccessors.tileScale.set = function (value) // eslint-disable-line require-jsdoc
{
this.tileTransform.scale.copyFrom(value);
};
/**
* The offset of the image that is being tiled
*
* @member {PIXI.ObservablePoint}
*/
prototypeAccessors.tilePosition.get = function ()
{
return this.tileTransform.position;
};
prototypeAccessors.tilePosition.set = function (value) // eslint-disable-line require-jsdoc
{
this.tileTransform.position.copyFrom(value);
};
/**
* @private
*/
TilingSprite.prototype._onTextureUpdate = function _onTextureUpdate ()
{
if (this.uvMatrix)
{
this.uvMatrix.texture = this._texture;
}
this._cachedTint = 0xFFFFFF;
};
/**
* Renders the object using the WebGL renderer
*
* @protected
* @param {PIXI.Renderer} renderer - The renderer
*/
TilingSprite.prototype._render = function _render (renderer)
{
// tweak our texture temporarily..
var texture = this._texture;
if (!texture || !texture.valid)
{
return;
}
this.tileTransform.updateLocalTransform();
this.uvMatrix.update();
renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);
renderer.plugins[this.pluginName].render(this);
};
/**
* Updates the bounds of the tiling sprite.
*
* @protected
*/
TilingSprite.prototype._calculateBounds = function _calculateBounds ()
{
var minX = this._width * -this._anchor._x;
var minY = this._height * -this._anchor._y;
var maxX = this._width * (1 - this._anchor._x);
var maxY = this._height * (1 - this._anchor._y);
this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);
};
/**
* Gets the local bounds of the sprite object.
*
* @param {PIXI.Rectangle} rect - The output rectangle.
* @return {PIXI.Rectangle} The bounds.
*/
TilingSprite.prototype.getLocalBounds = function getLocalBounds (rect)
{
// we can do a fast local bounds if the sprite has no children!
if (this.children.length === 0)
{
this._bounds.minX = this._width * -this._anchor._x;
this._bounds.minY = this._height * -this._anchor._y;
this._bounds.maxX = this._width * (1 - this._anchor._x);
this._bounds.maxY = this._height * (1 - this._anchor._y);
if (!rect)
{
if (!this._localBoundsRect)
{
this._localBoundsRect = new math.Rectangle();
}
rect = this._localBoundsRect;
}
return this._bounds.getRectangle(rect);
}
return Sprite.prototype.getLocalBounds.call(this, rect);
};
/**
* Checks if a point is inside this tiling sprite.
*
* @param {PIXI.Point} point - the point to check
* @return {boolean} Whether or not the sprite contains the point.
*/
TilingSprite.prototype.containsPoint = function containsPoint (point)
{
this.worldTransform.applyInverse(point, tempPoint);
var width = this._width;
var height = this._height;
var x1 = -width * this.anchor._x;
if (tempPoint.x >= x1 && tempPoint.x < x1 + width)
{
var y1 = -height * this.anchor._y;
if (tempPoint.y >= y1 && tempPoint.y < y1 + height)
{
return true;
}
}
return false;
};
/**
* Destroys this sprite and optionally its texture and children
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well
* @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
*/
TilingSprite.prototype.destroy = function destroy (options)
{
Sprite.prototype.destroy.call(this, options);
this.tileTransform = null;
this.uvMatrix = null;
};
/**
* Helper function that creates a new tiling sprite based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
*
* @static
* @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from
* @param {number} width - the width of the tiling sprite
* @param {number} height - the height of the tiling sprite
* @return {PIXI.TilingSprite} The newly created texture
*/
TilingSprite.from = function from (source, width, height)
{
return new TilingSprite(core.Texture.from(source), width, height);
};
/**
* Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @static
* @param {string} frameId - The frame Id of the texture in the cache
* @param {number} width - the width of the tiling sprite
* @param {number} height - the height of the tiling sprite
* @return {PIXI.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId
*/
TilingSprite.fromFrame = function fromFrame (frameId, width, height)
{
var texture = utils.TextureCache[frameId];
if (!texture)
{
throw new Error(("The frameId \"" + frameId + "\" does not exist in the texture cache " + (this)));
}
return new TilingSprite(texture, width, height);
};
/**
* Helper function that creates a sprite that will contain a texture based on an image url
* If the image is not in the texture cache it will be loaded
*
* @static
* @param {string} imageId - The image url of the texture
* @param {number} width - the width of the tiling sprite
* @param {number} height - the height of the tiling sprite
* @param {Object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.
* @return {PIXI.TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id
*/
TilingSprite.fromImage = function fromImage (imageId, width, height, options)
{
// Fallback support for crossorigin, scaleMode parameters
if (options && typeof options !== 'object')
{
options = {
scaleMode: arguments[4],
resourceOptions: {
crossorigin: arguments[3],
},
};
}
return new TilingSprite(core.Texture.from(imageId, options), width, height);
};
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
prototypeAccessors.width.get = function ()
{
return this._width;
};
prototypeAccessors.width.set = function (value) // eslint-disable-line require-jsdoc
{
this._width = value;
};
/**
* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
prototypeAccessors.height.get = function ()
{
return this._height;
};
prototypeAccessors.height.set = function (value) // eslint-disable-line require-jsdoc
{
this._height = value;
};
Object.defineProperties( TilingSprite.prototype, prototypeAccessors );
return TilingSprite;
}(sprite.Sprite));
var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n";
var fragment = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord - floor(vTextureCoord - uClampOffset);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture2D(uSampler, coord);\n gl_FragColor = texSample * uColor;\n}\n";
var fragmentSimple = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 sample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = sample * uColor;\n}\n";
var tempMat = new math.Matrix();
/**
* WebGL renderer plugin for tiling sprites
*
* @class
* @memberof PIXI
* @extends PIXI.ObjectRenderer
*/
var TilingSpriteRenderer = /*@__PURE__*/(function (ObjectRenderer) {
function TilingSpriteRenderer(renderer)
{
ObjectRenderer.call(this, renderer);
var uniforms = { globals: this.renderer.globalUniforms };
this.shader = core.Shader.from(vertex, fragment, uniforms);
this.simpleShader = core.Shader.from(vertex, fragmentSimple, uniforms);
this.quad = new core.QuadUv();
/**
* The WebGL state in which this renderer will work.
*
* @member {PIXI.State}
* @readonly
*/
this.state = core.State.for2d();
}
if ( ObjectRenderer ) TilingSpriteRenderer.__proto__ = ObjectRenderer;
TilingSpriteRenderer.prototype = Object.create( ObjectRenderer && ObjectRenderer.prototype );
TilingSpriteRenderer.prototype.constructor = TilingSpriteRenderer;
/**
*
* @param {PIXI.TilingSprite} ts tilingSprite to be rendered
*/
TilingSpriteRenderer.prototype.render = function render (ts)
{
var renderer = this.renderer;
var quad = this.quad;
var vertices = quad.vertices;
vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;
vertices[1] = vertices[3] = ts._height * -ts.anchor.y;
vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);
vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);
if (ts.uvRespectAnchor)
{
vertices = quad.uvs;
vertices[0] = vertices[6] = -ts.anchor.x;
vertices[1] = vertices[3] = -ts.anchor.y;
vertices[2] = vertices[4] = 1.0 - ts.anchor.x;
vertices[5] = vertices[7] = 1.0 - ts.anchor.y;
}
quad.invalidate();
var tex = ts._texture;
var baseTex = tex.baseTexture;
var lt = ts.tileTransform.localTransform;
var uv = ts.uvMatrix;
var isSimple = baseTex.isPowerOfTwo
&& tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;
// auto, force repeat wrapMode for big tiling textures
if (isSimple)
{
if (!baseTex._glTextures[renderer.CONTEXT_UID])
{
if (baseTex.wrapMode === constants.WRAP_MODES.CLAMP)
{
baseTex.wrapMode = constants.WRAP_MODES.REPEAT;
}
}
else
{
isSimple = baseTex.wrapMode !== constants.WRAP_MODES.CLAMP;
}
}
var shader = isSimple ? this.simpleShader : this.shader;
var w = tex.width;
var h = tex.height;
var W = ts._width;
var H = ts._height;
tempMat.set(lt.a * w / W,
lt.b * w / H,
lt.c * h / W,
lt.d * h / H,
lt.tx / W,
lt.ty / H);
// that part is the same as above:
// tempMat.identity();
// tempMat.scale(tex.width, tex.height);
// tempMat.prepend(lt);
// tempMat.scale(1.0 / ts._width, 1.0 / ts._height);
tempMat.invert();
if (isSimple)
{
tempMat.prepend(uv.mapCoord);
}
else
{
shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);
shader.uniforms.uClampFrame = uv.uClampFrame;
shader.uniforms.uClampOffset = uv.uClampOffset;
}
shader.uniforms.uTransform = tempMat.toArray(true);
shader.uniforms.uColor = utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha,
shader.uniforms.uColor, baseTex.alphaMode);
shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);
shader.uniforms.uSampler = tex;
renderer.shader.bind(shader);
renderer.geometry.bind(quad);// , renderer.shader.getGLShader());
this.state.blendMode = utils.correctBlendMode(ts.blendMode, baseTex.alphaMode);
renderer.state.set(this.state);
renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);
};
return TilingSpriteRenderer;
}(core.ObjectRenderer));
exports.TilingSprite = TilingSprite;
exports.TilingSpriteRenderer = TilingSpriteRenderer;
},{"@pixi/constants":6,"@pixi/core":7,"@pixi/math":21,"@pixi/sprite":34,"@pixi/utils":39}],34:[function(require,module,exports){
/*!
* @pixi/sprite - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/sprite is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var math = require('@pixi/math');
var utils = require('@pixi/utils');
var core = require('@pixi/core');
var constants = require('@pixi/constants');
var display = require('@pixi/display');
var settings = require('@pixi/settings');
var tempPoint = new math.Point();
var indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
/**
* The Sprite object is the base for all textured objects that are rendered to the screen
*
* A sprite can be created directly from an image like this:
*
* ```js
* let sprite = PIXI.Sprite.from('assets/image.png');
* ```
*
* The more efficient way to create sprites is using a {@link PIXI.Spritesheet},
* as swapping base textures when rendering to the screen is inefficient.
*
* ```js
* PIXI.Loader.shared.add("assets/spritesheet.json").load(setup);
*
* function setup() {
* let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet;
* let sprite = new PIXI.Sprite(sheet.textures["image.png"]);
* ...
* }
* ```
*
* @class
* @extends PIXI.Container
* @memberof PIXI
*/
var Sprite = /*@__PURE__*/(function (Container) {
function Sprite(texture)
{
Container.call(this);
/**
* The anchor point defines the normalized coordinates
* in the texture that map to the position of this
* sprite.
*
* By default, this is `(0,0)` (or `texture.defaultAnchor`
* if you have modified that), which means the position
* `(x,y)` of this `Sprite` will be the top-left corner.
*
* Note: Updating `texture.defaultAnchor` after
* constructing a `Sprite` does _not_ update its anchor.
*
* {@link https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html}
*
* @default `texture.defaultAnchor`
* @member {PIXI.ObservablePoint}
* @private
*/
this._anchor = new math.ObservablePoint(
this._onAnchorUpdate,
this,
(texture ? texture.defaultAnchor.x : 0),
(texture ? texture.defaultAnchor.y : 0)
);
/**
* The texture that the sprite is using
*
* @private
* @member {PIXI.Texture}
*/
this._texture = null;
/**
* The width of the sprite (this is initially set by the texture)
*
* @private
* @member {number}
*/
this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @private
* @member {number}
*/
this._height = 0;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
this._tint = null;
this._tintRGB = null;
this.tint = 0xFFFFFF;
/**
* The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL
* @see PIXI.BLEND_MODES
*/
this.blendMode = constants.BLEND_MODES.NORMAL;
/**
* The shader that will be used to render the sprite. Set to null to remove a current shader.
*
* @member {PIXI.Filter|PIXI.Shader}
*/
this.shader = null;
/**
* Cached tint value so we can tell when the tint is changed.
* Value is used for 2d CanvasRenderer.
*
* @protected
* @member {number}
* @default 0xFFFFFF
*/
this._cachedTint = 0xFFFFFF;
/**
* this is used to store the uvs data of the sprite, assigned at the same time
* as the vertexData in calculateVertices()
*
* @private
* @member {Float32Array}
*/
this.uvs = null;
// call texture setter
this.texture = texture || core.Texture.EMPTY;
/**
* this is used to store the vertex data of the sprite (basically a quad)
*
* @private
* @member {Float32Array}
*/
this.vertexData = new Float32Array(8);
/**
* This is used to calculate the bounds of the object IF it is a trimmed sprite
*
* @private
* @member {Float32Array}
*/
this.vertexTrimmedData = null;
this._transformID = -1;
this._textureID = -1;
this._transformTrimmedID = -1;
this._textureTrimmedID = -1;
// Batchable stuff..
// TODO could make this a mixin?
this.indices = indices;
this.size = 4;
this.start = 0;
/**
* Plugin that is responsible for rendering this element.
* Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods.
*
* @member {string}
* @default 'batch'
*/
this.pluginName = 'batch';
/**
* used to fast check if a sprite is.. a sprite!
* @member {boolean}
*/
this.isSprite = true;
/**
* Internal roundPixels field
*
* @member {boolean}
* @private
*/
this._roundPixels = settings.settings.ROUND_PIXELS;
}
if ( Container ) Sprite.__proto__ = Container;
Sprite.prototype = Object.create( Container && Container.prototype );
Sprite.prototype.constructor = Sprite;
var prototypeAccessors = { roundPixels: { configurable: true },width: { configurable: true },height: { configurable: true },anchor: { configurable: true },tint: { configurable: true },texture: { configurable: true } };
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @private
*/
Sprite.prototype._onTextureUpdate = function _onTextureUpdate ()
{
this._textureID = -1;
this._textureTrimmedID = -1;
this._cachedTint = 0xFFFFFF;
// so if _width is 0 then width was not set..
if (this._width)
{
this.scale.x = utils.sign(this.scale.x) * this._width / this._texture.orig.width;
}
if (this._height)
{
this.scale.y = utils.sign(this.scale.y) * this._height / this._texture.orig.height;
}
};
/**
* Called when the anchor position updates.
*
* @private
*/
Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate ()
{
this._transformID = -1;
this._transformTrimmedID = -1;
};
/**
* calculates worldTransform * vertices, store it in vertexData
*/
Sprite.prototype.calculateVertices = function calculateVertices ()
{
var texture = this._texture;
if (this._transformID === this.transform._worldID && this._textureID === texture._updateID)
{
return;
}
// update texture UV here, because base texture can be changed without calling `_onTextureUpdate`
if (this._textureID !== texture._updateID)
{
this.uvs = this._texture._uvs.uvsFloat32;
}
this._transformID = this.transform._worldID;
this._textureID = texture._updateID;
// set the vertex data
var wt = this.transform.worldTransform;
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var tx = wt.tx;
var ty = wt.ty;
var vertexData = this.vertexData;
var trim = texture.trim;
var orig = texture.orig;
var anchor = this._anchor;
var w0 = 0;
var w1 = 0;
var h0 = 0;
var h1 = 0;
if (trim)
{
// if the sprite is trimmed and is not a tilingsprite then we need to add the extra
// space before transforming the sprite coords.
w1 = trim.x - (anchor._x * orig.width);
w0 = w1 + trim.width;
h1 = trim.y - (anchor._y * orig.height);
h0 = h1 + trim.height;
}
else
{
w1 = -anchor._x * orig.width;
w0 = w1 + orig.width;
h1 = -anchor._y * orig.height;
h0 = h1 + orig.height;
}
// xy
vertexData[0] = (a * w1) + (c * h1) + tx;
vertexData[1] = (d * h1) + (b * w1) + ty;
// xy
vertexData[2] = (a * w0) + (c * h1) + tx;
vertexData[3] = (d * h1) + (b * w0) + ty;
// xy
vertexData[4] = (a * w0) + (c * h0) + tx;
vertexData[5] = (d * h0) + (b * w0) + ty;
// xy
vertexData[6] = (a * w1) + (c * h0) + tx;
vertexData[7] = (d * h0) + (b * w1) + ty;
if (this._roundPixels)
{
var resolution = settings.settings.RESOLUTION;
for (var i = 0; i < vertexData.length; ++i)
{
vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);
}
}
};
/**
* calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData
* This is used to ensure that the true width and height of a trimmed texture is respected
*/
Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices ()
{
if (!this.vertexTrimmedData)
{
this.vertexTrimmedData = new Float32Array(8);
}
else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID)
{
return;
}
this._transformTrimmedID = this.transform._worldID;
this._textureTrimmedID = this._texture._updateID;
// lets do some special trim code!
var texture = this._texture;
var vertexData = this.vertexTrimmedData;
var orig = texture.orig;
var anchor = this._anchor;
// lets calculate the new untrimmed bounds..
var wt = this.transform.worldTransform;
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var tx = wt.tx;
var ty = wt.ty;
var w1 = -anchor._x * orig.width;
var w0 = w1 + orig.width;
var h1 = -anchor._y * orig.height;
var h0 = h1 + orig.height;
// xy
vertexData[0] = (a * w1) + (c * h1) + tx;
vertexData[1] = (d * h1) + (b * w1) + ty;
// xy
vertexData[2] = (a * w0) + (c * h1) + tx;
vertexData[3] = (d * h1) + (b * w0) + ty;
// xy
vertexData[4] = (a * w0) + (c * h0) + tx;
vertexData[5] = (d * h0) + (b * w0) + ty;
// xy
vertexData[6] = (a * w1) + (c * h0) + tx;
vertexData[7] = (d * h0) + (b * w1) + ty;
};
/**
*
* Renders the object using the WebGL renderer
*
* @protected
* @param {PIXI.Renderer} renderer - The webgl renderer to use.
*/
Sprite.prototype._render = function _render (renderer)
{
this.calculateVertices();
renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);
renderer.plugins[this.pluginName].render(this);
};
/**
* Updates the bounds of the sprite.
*
* @protected
*/
Sprite.prototype._calculateBounds = function _calculateBounds ()
{
var trim = this._texture.trim;
var orig = this._texture.orig;
// First lets check to see if the current texture has a trim..
if (!trim || (trim.width === orig.width && trim.height === orig.height))
{
// no trim! lets use the usual calculations..
this.calculateVertices();
this._bounds.addQuad(this.vertexData);
}
else
{
// lets calculate a special trimmed bounds...
this.calculateTrimmedVertices();
this._bounds.addQuad(this.vertexTrimmedData);
}
};
/**
* Gets the local bounds of the sprite object.
*
* @param {PIXI.Rectangle} [rect] - The output rectangle.
* @return {PIXI.Rectangle} The bounds.
*/
Sprite.prototype.getLocalBounds = function getLocalBounds (rect)
{
// we can do a fast local bounds if the sprite has no children!
if (this.children.length === 0)
{
this._bounds.minX = this._texture.orig.width * -this._anchor._x;
this._bounds.minY = this._texture.orig.height * -this._anchor._y;
this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);
this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);
if (!rect)
{
if (!this._localBoundsRect)
{
this._localBoundsRect = new math.Rectangle();
}
rect = this._localBoundsRect;
}
return this._bounds.getRectangle(rect);
}
return Container.prototype.getLocalBounds.call(this, rect);
};
/**
* Tests if a point is inside this sprite
*
* @param {PIXI.Point} point - the point to test
* @return {boolean} the result of the test
*/
Sprite.prototype.containsPoint = function containsPoint (point)
{
this.worldTransform.applyInverse(point, tempPoint);
var width = this._texture.orig.width;
var height = this._texture.orig.height;
var x1 = -width * this.anchor.x;
var y1 = 0;
if (tempPoint.x >= x1 && tempPoint.x < x1 + width)
{
y1 = -height * this.anchor.y;
if (tempPoint.y >= y1 && tempPoint.y < y1 + height)
{
return true;
}
}
return false;
};
/**
* Destroys this sprite and optionally its texture and children
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well
* @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
*/
Sprite.prototype.destroy = function destroy (options)
{
Container.prototype.destroy.call(this, options);
this._texture.off('update', this._onTextureUpdate, this);
this._anchor = null;
var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;
if (destroyTexture)
{
var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;
this._texture.destroy(!!destroyBaseTexture);
}
this._texture = null;
this.shader = null;
};
// some helper functions..
/**
* Helper function that creates a new sprite based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
*
* @static
* @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from
* @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.
* @return {PIXI.Sprite} The newly created sprite
*/
Sprite.from = function from (source, options)
{
var texture = (source instanceof core.Texture)
? source
: core.Texture.from(source, options);
return new Sprite(texture);
};
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* To set the global default, change {@link PIXI.settings.ROUND_PIXELS}
*
* @member {boolean}
* @default false
*/
prototypeAccessors.roundPixels.set = function (value)
{
if (this._roundPixels !== value)
{
this._transformID = -1;
}
this._roundPixels = value;
};
prototypeAccessors.roundPixels.get = function ()
{
return this._roundPixels;
};
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
prototypeAccessors.width.get = function ()
{
return Math.abs(this.scale.x) * this._texture.orig.width;
};
prototypeAccessors.width.set = function (value) // eslint-disable-line require-jsdoc
{
var s = utils.sign(this.scale.x) || 1;
this.scale.x = s * value / this._texture.orig.width;
this._width = value;
};
/**
* The height of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
prototypeAccessors.height.get = function ()
{
return Math.abs(this.scale.y) * this._texture.orig.height;
};
prototypeAccessors.height.set = function (value) // eslint-disable-line require-jsdoc
{
var s = utils.sign(this.scale.y) || 1;
this.scale.y = s * value / this._texture.orig.height;
this._height = value;
};
/**
* The anchor sets the origin point of the text. The default value is taken from the {@link PIXI.Texture|Texture}
* and passed to the constructor.
*
* The default is `(0,0)`, this means the text's origin is the top left.
*
* Setting the anchor to `(0.5,0.5)` means the text's origin is centered.
*
* Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.
*
* If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
*
* @example
* const sprite = new PIXI.Sprite(texture);
* sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).
*
* @member {PIXI.ObservablePoint}
*/
prototypeAccessors.anchor.get = function ()
{
return this._anchor;
};
prototypeAccessors.anchor.set = function (value) // eslint-disable-line require-jsdoc
{
this._anchor.copyFrom(value);
};
/**
* The tint applied to the sprite. This is a hex value.
* A value of 0xFFFFFF will remove any tint effect.
*
* @member {number}
* @default 0xFFFFFF
*/
prototypeAccessors.tint.get = function ()
{
return this._tint;
};
prototypeAccessors.tint.set = function (value) // eslint-disable-line require-jsdoc
{
this._tint = value;
this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
};
/**
* The texture that the sprite is using
*
* @member {PIXI.Texture}
*/
prototypeAccessors.texture.get = function ()
{
return this._texture;
};
prototypeAccessors.texture.set = function (value) // eslint-disable-line require-jsdoc
{
if (this._texture === value)
{
return;
}
if (this._texture)
{
this._texture.off('update', this._onTextureUpdate, this);
}
this._texture = value || core.Texture.EMPTY;
this._cachedTint = 0xFFFFFF;
this._textureID = -1;
this._textureTrimmedID = -1;
if (value)
{
// wait for the texture to load
if (value.baseTexture.valid)
{
this._onTextureUpdate();
}
else
{
value.once('update', this._onTextureUpdate, this);
}
}
};
Object.defineProperties( Sprite.prototype, prototypeAccessors );
return Sprite;
}(display.Container));
exports.Sprite = Sprite;
},{"@pixi/constants":6,"@pixi/core":7,"@pixi/display":8,"@pixi/math":21,"@pixi/settings":31,"@pixi/utils":39}],35:[function(require,module,exports){
/*!
* @pixi/spritesheet - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/spritesheet is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var math = require('@pixi/math');
var core = require('@pixi/core');
var utils = require('@pixi/utils');
var loaders = require('@pixi/loaders');
/**
* Utility class for maintaining reference to a collection
* of Textures on a single Spritesheet.
*
* To access a sprite sheet from your code pass its JSON data file to Pixi's loader:
*
* ```js
* PIXI.Loader.shared.add("images/spritesheet.json").load(setup);
*
* function setup() {
* let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet;
* ...
* }
* ```
* With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.
*
* Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},
* {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.
* Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only
* supported by TexturePacker.
*
* @class
* @memberof PIXI
*/
var Spritesheet = function Spritesheet(baseTexture, data, resolutionFilename)
{
if ( resolutionFilename === void 0 ) resolutionFilename = null;
/**
* Reference to ths source texture
* @type {PIXI.BaseTexture}
*/
this.baseTexture = baseTexture;
/**
* A map containing all textures of the sprite sheet.
* Can be used to create a {@link PIXI.Sprite|Sprite}:
* ```js
* new PIXI.Sprite(sheet.textures["image.png"]);
* ```
* @member {Object}
*/
this.textures = {};
/**
* A map containing the textures for each animation.
* Can be used to create an {@link PIXI.AnimatedSprite|AnimatedSprite}:
* ```js
* new PIXI.AnimatedSprite(sheet.animations["anim_name"])
* ```
* @member {Object}
*/
this.animations = {};
/**
* Reference to the original JSON data.
* @type {Object}
*/
this.data = data;
/**
* The resolution of the spritesheet.
* @type {number}
*/
this.resolution = this._updateResolution(
resolutionFilename
|| (this.baseTexture.resource ? this.baseTexture.resource.url : null)
);
/**
* Map of spritesheet frames.
* @type {Object}
* @private
*/
this._frames = this.data.frames;
/**
* Collection of frame names.
* @type {string[]}
* @private
*/
this._frameKeys = Object.keys(this._frames);
/**
* Current batch index being processed.
* @type {number}
* @private
*/
this._batchIndex = 0;
/**
* Callback when parse is completed.
* @type {Function}
* @private
*/
this._callback = null;
};
var staticAccessors = { BATCH_SIZE: { configurable: true } };
/**
* Generate the resolution from the filename or fallback
* to the meta.scale field of the JSON data.
*
* @private
* @param {string} resolutionFilename - The filename to use for resolving
* the default resolution.
* @return {number} Resolution to use for spritesheet.
*/
staticAccessors.BATCH_SIZE.get = function ()
{
return 1000;
};
Spritesheet.prototype._updateResolution = function _updateResolution (resolutionFilename)
{
var scale = this.data.meta.scale;
// Use a defaultValue of `null` to check if a url-based resolution is set
var resolution = utils.getResolutionOfUrl(resolutionFilename, null);
// No resolution found via URL
if (resolution === null)
{
// Use the scale value or default to 1
resolution = scale !== undefined ? parseFloat(scale) : 1;
}
// For non-1 resolutions, update baseTexture
if (resolution !== 1)
{
this.baseTexture.setResolution(resolution);
}
return resolution;
};
/**
* Parser spritesheet from loaded data. This is done asynchronously
* to prevent creating too many Texture within a single process.
*
* @param {Function} callback - Callback when complete returns
* a map of the Textures for this spritesheet.
*/
Spritesheet.prototype.parse = function parse (callback)
{
this._batchIndex = 0;
this._callback = callback;
if (this._frameKeys.length <= Spritesheet.BATCH_SIZE)
{
this._processFrames(0);
this._processAnimations();
this._parseComplete();
}
else
{
this._nextBatch();
}
};
/**
* Process a batch of frames
*
* @private
* @param {number} initialFrameIndex - The index of frame to start.
*/
Spritesheet.prototype._processFrames = function _processFrames (initialFrameIndex)
{
var frameIndex = initialFrameIndex;
var maxFrames = Spritesheet.BATCH_SIZE;
while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length)
{
var i = this._frameKeys[frameIndex];
var data = this._frames[i];
var rect = data.frame;
if (rect)
{
var frame = null;
var trim = null;
var sourceSize = data.trimmed !== false && data.sourceSize
? data.sourceSize : data.frame;
var orig = new math.Rectangle(
0,
0,
Math.floor(sourceSize.w) / this.resolution,
Math.floor(sourceSize.h) / this.resolution
);
if (data.rotated)
{
frame = new math.Rectangle(
Math.floor(rect.x) / this.resolution,
Math.floor(rect.y) / this.resolution,
Math.floor(rect.h) / this.resolution,
Math.floor(rect.w) / this.resolution
);
}
else
{
frame = new math.Rectangle(
Math.floor(rect.x) / this.resolution,
Math.floor(rect.y) / this.resolution,
Math.floor(rect.w) / this.resolution,
Math.floor(rect.h) / this.resolution
);
}
// Check to see if the sprite is trimmed
if (data.trimmed !== false && data.spriteSourceSize)
{
trim = new math.Rectangle(
Math.floor(data.spriteSourceSize.x) / this.resolution,
Math.floor(data.spriteSourceSize.y) / this.resolution,
Math.floor(rect.w) / this.resolution,
Math.floor(rect.h) / this.resolution
);
}
this.textures[i] = new core.Texture(
this.baseTexture,
frame,
orig,
trim,
data.rotated ? 2 : 0,
data.anchor
);
// lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions
core.Texture.addToCache(this.textures[i], i);
}
frameIndex++;
}
};
/**
* Parse animations config
*
* @private
*/
Spritesheet.prototype._processAnimations = function _processAnimations ()
{
var animations = this.data.animations || {};
for (var animName in animations)
{
this.animations[animName] = [];
for (var i = 0; i < animations[animName].length; i++)
{
var frameName = animations[animName][i];
this.animations[animName].push(this.textures[frameName]);
}
}
};
/**
* The parse has completed.
*
* @private
*/
Spritesheet.prototype._parseComplete = function _parseComplete ()
{
var callback = this._callback;
this._callback = null;
this._batchIndex = 0;
callback.call(this, this.textures);
};
/**
* Begin the next batch of textures.
*
* @private
*/
Spritesheet.prototype._nextBatch = function _nextBatch ()
{
var this$1 = this;
this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);
this._batchIndex++;
setTimeout(function () {
if (this$1._batchIndex * Spritesheet.BATCH_SIZE < this$1._frameKeys.length)
{
this$1._nextBatch();
}
else
{
this$1._processAnimations();
this$1._parseComplete();
}
}, 0);
};
/**
* Destroy Spritesheet and don't use after this.
*
* @param {boolean} [destroyBase=false] Whether to destroy the base texture as well
*/
Spritesheet.prototype.destroy = function destroy (destroyBase)
{
if ( destroyBase === void 0 ) destroyBase = false;
for (var i in this.textures)
{
this.textures[i].destroy();
}
this._frames = null;
this._frameKeys = null;
this.data = null;
this.textures = null;
if (destroyBase)
{
this.baseTexture.destroy();
}
this.baseTexture = null;
};
Object.defineProperties( Spritesheet, staticAccessors );
/**
* {@link PIXI.Loader Loader} middleware for loading texture atlases that have been created with
* TexturePacker or similar JSON-based spritesheet.
*
* This middleware automatically generates Texture resources.
*
* @class
* @memberof PIXI
* @implements PIXI.ILoaderPlugin
*/
var SpritesheetLoader = function SpritesheetLoader () {};
SpritesheetLoader.use = function use (resource, next)
{
var imageResourceName = (resource.name) + "_image";
// skip if no data, its not json, it isn't spritesheet data, or the image resource already exists
if (!resource.data
|| resource.type !== loaders.LoaderResource.TYPE.JSON
|| !resource.data.frames
|| this.resources[imageResourceName]
)
{
next();
return;
}
var loadOptions = {
crossOrigin: resource.crossOrigin,
metadata: resource.metadata.imageMetadata,
parentResource: resource,
};
var resourcePath = SpritesheetLoader.getResourcePath(resource, this.baseUrl);
// load the image for this sheet
this.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res)
{
if (res.error)
{
next(res.error);
return;
}
var spritesheet = new Spritesheet(
res.texture.baseTexture,
resource.data,
resource.url
);
spritesheet.parse(function () {
resource.spritesheet = spritesheet;
resource.textures = spritesheet.textures;
next();
});
});
};
/**
* Get the spritesheets root path
* @param {PIXI.LoaderResource} resource - Resource to check path
* @param {string} baseUrl - Base root url
*/
SpritesheetLoader.getResourcePath = function getResourcePath (resource, baseUrl)
{
// Prepend url path unless the resource image is a data url
if (resource.isDataUrl)
{
return resource.data.meta.image;
}
return utils.url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);
};
exports.Spritesheet = Spritesheet;
exports.SpritesheetLoader = SpritesheetLoader;
},{"@pixi/core":7,"@pixi/loaders":20,"@pixi/math":21,"@pixi/utils":39}],36:[function(require,module,exports){
/*!
* @pixi/text-bitmap - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/text-bitmap is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var core = require('@pixi/core');
var display = require('@pixi/display');
var math = require('@pixi/math');
var settings = require('@pixi/settings');
var sprite = require('@pixi/sprite');
var utils = require('@pixi/utils');
var loaders = require('@pixi/loaders');
/**
* A BitmapText object will create a line or multiple lines of text using bitmap font.
*
* The primary advantage of this class over Text is that all of your textures are pre-generated and loading,
* meaning that rendering is fast, and changing text has no performance implications.
*
* The primary disadvantage is that you need to preload the bitmap font assets, and thus the styling is set in stone.
* Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.
*
* To split a line you can use '\n', '\r' or '\r\n' in your string.
*
* You can generate the fnt files using
* http://www.angelcode.com/products/bmfont/ for Windows or
* http://www.bmglyph.com/ for Mac.
*
* A BitmapText can only be created when the font is loaded.
*
* ```js
* // in this case the font is in a file called 'desyrel.fnt'
* let bitmapText = new PIXI.BitmapText("text using a fancy font!", {font: "35px Desyrel", align: "right"});
* ```
*
* @class
* @extends PIXI.Container
* @memberof PIXI
*/
var BitmapText = /*@__PURE__*/(function (Container) {
function BitmapText(text, style)
{
var this$1 = this;
if ( style === void 0 ) style = {};
Container.call(this);
/**
* Private tracker for the width of the overall text
*
* @member {number}
* @private
*/
this._textWidth = 0;
/**
* Private tracker for the height of the overall text
*
* @member {number}
* @private
*/
this._textHeight = 0;
/**
* Private tracker for the letter sprite pool.
*
* @member {PIXI.Sprite[]}
* @private
*/
this._glyphs = [];
/**
* Private tracker for the current style.
*
* @member {object}
* @private
*/
this._font = {
tint: style.tint !== undefined ? style.tint : 0xFFFFFF,
align: style.align || 'left',
name: null,
size: 0,
};
/**
* Private tracker for the current font.
*
* @member {object}
* @private
*/
this.font = style.font; // run font setter
/**
* Private tracker for the current text.
*
* @member {string}
* @private
*/
this._text = text;
/**
* The max width of this bitmap text in pixels. If the text provided is longer than the
* value provided, line breaks will be automatically inserted in the last whitespace.
* Disable by setting value to 0
*
* @member {number}
* @private
*/
this._maxWidth = 0;
/**
* The max line height. This is useful when trying to use the total height of the Text,
* ie: when trying to vertically align.
*
* @member {number}
* @private
*/
this._maxLineHeight = 0;
/**
* Letter spacing. This is useful for setting the space between characters.
* @member {number}
* @private
*/
this._letterSpacing = 0;
/**
* Text anchor. read-only
*
* @member {PIXI.ObservablePoint}
* @private
*/
this._anchor = new math.ObservablePoint(function () { this$1.dirty = true; }, this, 0, 0);
/**
* The dirty state of this object.
*
* @member {boolean}
*/
this.dirty = false;
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* To set the global default, change {@link PIXI.settings.ROUND_PIXELS}
*
* @member {boolean}
* @default false
*/
this.roundPixels = settings.settings.ROUND_PIXELS;
this.updateText();
}
if ( Container ) BitmapText.__proto__ = Container;
BitmapText.prototype = Object.create( Container && Container.prototype );
BitmapText.prototype.constructor = BitmapText;
var prototypeAccessors = { tint: { configurable: true },align: { configurable: true },anchor: { configurable: true },font: { configurable: true },text: { configurable: true },maxWidth: { configurable: true },maxLineHeight: { configurable: true },textWidth: { configurable: true },letterSpacing: { configurable: true },textHeight: { configurable: true } };
/**
* Renders text and updates it when needed
*
* @private
*/
BitmapText.prototype.updateText = function updateText ()
{
var data = BitmapText.fonts[this._font.name];
var scale = this._font.size / data.size;
var pos = new math.Point();
var chars = [];
var lineWidths = [];
var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' ';
var textLength = text.length;
var maxWidth = this._maxWidth * data.size / this._font.size;
var prevCharCode = null;
var lastLineWidth = 0;
var maxLineWidth = 0;
var line = 0;
var lastBreakPos = -1;
var lastBreakWidth = 0;
var spacesRemoved = 0;
var maxLineHeight = 0;
for (var i = 0; i < textLength; i++)
{
var charCode = text.charCodeAt(i);
var char = text.charAt(i);
if ((/(?:\s)/).test(char))
{
lastBreakPos = i;
lastBreakWidth = lastLineWidth;
}
if (char === '\r' || char === '\n')
{
lineWidths.push(lastLineWidth);
maxLineWidth = Math.max(maxLineWidth, lastLineWidth);
++line;
++spacesRemoved;
pos.x = 0;
pos.y += data.lineHeight;
prevCharCode = null;
continue;
}
var charData = data.chars[charCode];
if (!charData)
{
continue;
}
if (prevCharCode && charData.kerning[prevCharCode])
{
pos.x += charData.kerning[prevCharCode];
}
chars.push({
texture: charData.texture,
line: line,
charCode: charCode,
position: new math.Point(pos.x + charData.xOffset + (this._letterSpacing / 2), pos.y + charData.yOffset),
});
pos.x += charData.xAdvance + this._letterSpacing;
lastLineWidth = pos.x;
maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));
prevCharCode = charCode;
if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth)
{
++spacesRemoved;
utils.removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);
i = lastBreakPos;
lastBreakPos = -1;
lineWidths.push(lastBreakWidth);
maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);
line++;
pos.x = 0;
pos.y += data.lineHeight;
prevCharCode = null;
}
}
var lastChar = text.charAt(text.length - 1);
if (lastChar !== '\r' && lastChar !== '\n')
{
if ((/(?:\s)/).test(lastChar))
{
lastLineWidth = lastBreakWidth;
}
lineWidths.push(lastLineWidth);
maxLineWidth = Math.max(maxLineWidth, lastLineWidth);
}
var lineAlignOffsets = [];
for (var i$1 = 0; i$1 <= line; i$1++)
{
var alignOffset = 0;
if (this._font.align === 'right')
{
alignOffset = maxLineWidth - lineWidths[i$1];
}
else if (this._font.align === 'center')
{
alignOffset = (maxLineWidth - lineWidths[i$1]) / 2;
}
lineAlignOffsets.push(alignOffset);
}
var lenChars = chars.length;
var tint = this.tint;
for (var i$2 = 0; i$2 < lenChars; i$2++)
{
var c = this._glyphs[i$2]; // get the next glyph sprite
if (c)
{
c.texture = chars[i$2].texture;
}
else
{
c = new sprite.Sprite(chars[i$2].texture);
c.roundPixels = this.roundPixels;
this._glyphs.push(c);
}
c.position.x = (chars[i$2].position.x + lineAlignOffsets[chars[i$2].line]) * scale;
c.position.y = chars[i$2].position.y * scale;
c.scale.x = c.scale.y = scale;
c.tint = tint;
if (!c.parent)
{
this.addChild(c);
}
}
// remove unnecessary children.
for (var i$3 = lenChars; i$3 < this._glyphs.length; ++i$3)
{
this.removeChild(this._glyphs[i$3]);
}
this._textWidth = maxLineWidth * scale;
this._textHeight = (pos.y + data.lineHeight) * scale;
// apply anchor
if (this.anchor.x !== 0 || this.anchor.y !== 0)
{
for (var i$4 = 0; i$4 < lenChars; i$4++)
{
this._glyphs[i$4].x -= this._textWidth * this.anchor.x;
this._glyphs[i$4].y -= this._textHeight * this.anchor.y;
}
}
this._maxLineHeight = maxLineHeight * scale;
};
/**
* Updates the transform of this object
*
* @private
*/
BitmapText.prototype.updateTransform = function updateTransform ()
{
this.validate();
this.containerUpdateTransform();
};
/**
* Validates text before calling parent's getLocalBounds
*
* @return {PIXI.Rectangle} The rectangular bounding area
*/
BitmapText.prototype.getLocalBounds = function getLocalBounds ()
{
this.validate();
return Container.prototype.getLocalBounds.call(this);
};
/**
* Updates text when needed
*
* @private
*/
BitmapText.prototype.validate = function validate ()
{
if (this.dirty)
{
this.updateText();
this.dirty = false;
}
};
/**
* The tint of the BitmapText object.
*
* @member {number}
*/
prototypeAccessors.tint.get = function ()
{
return this._font.tint;
};
prototypeAccessors.tint.set = function (value) // eslint-disable-line require-jsdoc
{
this._font.tint = (typeof value === 'number' && value >= 0) ? value : 0xFFFFFF;
this.dirty = true;
};
/**
* The alignment of the BitmapText object.
*
* @member {string}
* @default 'left'
*/
prototypeAccessors.align.get = function ()
{
return this._font.align;
};
prototypeAccessors.align.set = function (value) // eslint-disable-line require-jsdoc
{
this._font.align = value || 'left';
this.dirty = true;
};
/**
* The anchor sets the origin point of the text.
*
* The default is `(0,0)`, this means the text's origin is the top left.
*
* Setting the anchor to `(0.5,0.5)` means the text's origin is centered.
*
* Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.
*
* @member {PIXI.Point | number}
*/
prototypeAccessors.anchor.get = function ()
{
return this._anchor;
};
prototypeAccessors.anchor.set = function (value) // eslint-disable-line require-jsdoc
{
if (typeof value === 'number')
{
this._anchor.set(value);
}
else
{
this._anchor.copyFrom(value);
}
};
/**
* The font descriptor of the BitmapText object.
*
* @member {object}
*/
prototypeAccessors.font.get = function ()
{
return this._font;
};
prototypeAccessors.font.set = function (value) // eslint-disable-line require-jsdoc
{
if (!value)
{
return;
}
if (typeof value === 'string')
{
value = value.split(' ');
this._font.name = value.length === 1 ? value[0] : value.slice(1).join(' ');
this._font.size = value.length >= 2 ? parseInt(value[0], 10) : BitmapText.fonts[this._font.name].size;
}
else
{
this._font.name = value.name;
this._font.size = typeof value.size === 'number' ? value.size : parseInt(value.size, 10);
}
this.dirty = true;
};
/**
* The text of the BitmapText object.
*
* @member {string}
*/
prototypeAccessors.text.get = function ()
{
return this._text;
};
prototypeAccessors.text.set = function (text) // eslint-disable-line require-jsdoc
{
text = String(text === null || text === undefined ? '' : text);
if (this._text === text)
{
return;
}
this._text = text;
this.dirty = true;
};
/**
* The max width of this bitmap text in pixels. If the text provided is longer than the
* value provided, line breaks will be automatically inserted in the last whitespace.
* Disable by setting the value to 0.
*
* @member {number}
*/
prototypeAccessors.maxWidth.get = function ()
{
return this._maxWidth;
};
prototypeAccessors.maxWidth.set = function (value) // eslint-disable-line require-jsdoc
{
if (this._maxWidth === value)
{
return;
}
this._maxWidth = value;
this.dirty = true;
};
/**
* The max line height. This is useful when trying to use the total height of the Text,
* i.e. when trying to vertically align.
*
* @member {number}
* @readonly
*/
prototypeAccessors.maxLineHeight.get = function ()
{
this.validate();
return this._maxLineHeight;
};
/**
* The width of the overall text, different from fontSize,
* which is defined in the style object.
*
* @member {number}
* @readonly
*/
prototypeAccessors.textWidth.get = function ()
{
this.validate();
return this._textWidth;
};
/**
* Additional space between characters.
*
* @member {number}
*/
prototypeAccessors.letterSpacing.get = function ()
{
return this._letterSpacing;
};
prototypeAccessors.letterSpacing.set = function (value) // eslint-disable-line require-jsdoc
{
if (this._letterSpacing !== value)
{
this._letterSpacing = value;
this.dirty = true;
}
};
/**
* The height of the overall text, different from fontSize,
* which is defined in the style object.
*
* @member {number}
* @readonly
*/
prototypeAccessors.textHeight.get = function ()
{
this.validate();
return this._textHeight;
};
/**
* Register a bitmap font with data and a texture.
*
* @static
* @param {XMLDocument} xml - The XML document data.
* @param {Object.|PIXI.Texture|PIXI.Texture[]} textures - List of textures for each page.
* If providing an object, the key is the `` element's `file` attribute in the FNT file.
* @return {Object} Result font object with font, size, lineHeight and char fields.
*/
BitmapText.registerFont = function registerFont (xml, textures)
{
var data = {};
var info = xml.getElementsByTagName('info')[0];
var common = xml.getElementsByTagName('common')[0];
var pages = xml.getElementsByTagName('page');
var res = utils.getResolutionOfUrl(pages[0].getAttribute('file'), settings.settings.RESOLUTION);
var pagesTextures = {};
data.font = info.getAttribute('face');
data.size = parseInt(info.getAttribute('size'), 10);
data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10) / res;
data.chars = {};
// Single texture, convert to list
if (textures instanceof core.Texture)
{
textures = [textures];
}
// Convert the input Texture, Textures or object
// into a page Texture lookup by "id"
for (var i = 0; i < pages.length; i++)
{
var id = pages[i].getAttribute('id');
var file = pages[i].getAttribute('file');
pagesTextures[id] = textures instanceof Array ? textures[i] : textures[file];
}
// parse letters
var letters = xml.getElementsByTagName('char');
for (var i$1 = 0; i$1 < letters.length; i$1++)
{
var letter = letters[i$1];
var charCode = parseInt(letter.getAttribute('id'), 10);
var page = letter.getAttribute('page') || 0;
var textureRect = new math.Rectangle(
(parseInt(letter.getAttribute('x'), 10) / res) + (pagesTextures[page].frame.x / res),
(parseInt(letter.getAttribute('y'), 10) / res) + (pagesTextures[page].frame.y / res),
parseInt(letter.getAttribute('width'), 10) / res,
parseInt(letter.getAttribute('height'), 10) / res
);
data.chars[charCode] = {
xOffset: parseInt(letter.getAttribute('xoffset'), 10) / res,
yOffset: parseInt(letter.getAttribute('yoffset'), 10) / res,
xAdvance: parseInt(letter.getAttribute('xadvance'), 10) / res,
kerning: {},
texture: new core.Texture(pagesTextures[page].baseTexture, textureRect),
page: page,
};
}
// parse kernings
var kernings = xml.getElementsByTagName('kerning');
for (var i$2 = 0; i$2 < kernings.length; i$2++)
{
var kerning = kernings[i$2];
var first = parseInt(kerning.getAttribute('first'), 10) / res;
var second = parseInt(kerning.getAttribute('second'), 10) / res;
var amount = parseInt(kerning.getAttribute('amount'), 10) / res;
if (data.chars[second])
{
data.chars[second].kerning[first] = amount;
}
}
// I'm leaving this as a temporary fix so we can test the bitmap fonts in v3
// but it's very likely to change
BitmapText.fonts[data.font] = data;
return data;
};
Object.defineProperties( BitmapText.prototype, prototypeAccessors );
return BitmapText;
}(display.Container));
BitmapText.fonts = {};
/**
* {@link PIXI.Loader Loader} middleware for loading
* bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.
* @class
* @memberof PIXI
* @implements PIXI.ILoaderPlugin
*/
var BitmapFontLoader = function BitmapFontLoader () {};
BitmapFontLoader.parse = function parse (resource, texture)
{
resource.bitmapFont = BitmapText.registerFont(resource.data, texture);
};
/**
* Called when the plugin is installed.
*
* @see PIXI.Loader.registerPlugin
*/
BitmapFontLoader.add = function add ()
{
loaders.LoaderResource.setExtensionXhrType('fnt', loaders.LoaderResource.XHR_RESPONSE_TYPE.DOCUMENT);
};
/**
* Replacement for NodeJS's path.dirname
* @private
* @param {string} url Path to get directory for
*/
BitmapFontLoader.dirname = function dirname (url)
{
var dir = url
.replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character
.replace(/\/$/, '') // replace trailing slash
.replace(/\/[^\/]*$/, ''); // remove everything after the last
// File request is relative, use current directory
if (dir === url)
{
return '.';
}
// Started with a slash
else if (dir === '')
{
return '/';
}
return dir;
};
/**
* Called after a resource is loaded.
* @see PIXI.Loader.loaderMiddleware
* @param {PIXI.LoaderResource} resource
* @param {function} next
*/
BitmapFontLoader.use = function use (resource, next)
{
// skip if no data or not xml data
if (!resource.data || resource.type !== loaders.LoaderResource.TYPE.XML)
{
next();
return;
}
// skip if not bitmap font data, using some silly duck-typing
if (resource.data.getElementsByTagName('page').length === 0
|| resource.data.getElementsByTagName('info').length === 0
|| resource.data.getElementsByTagName('info')[0].getAttribute('face') === null
)
{
next();
return;
}
var xmlUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';
if (resource.isDataUrl)
{
if (xmlUrl === '.')
{
xmlUrl = '';
}
if (this.baseUrl && xmlUrl)
{
// if baseurl has a trailing slash then add one to xmlUrl so the replace works below
if (this.baseUrl.charAt(this.baseUrl.length - 1) === '/')
{
xmlUrl += '/';
}
}
}
// remove baseUrl from xmlUrl
xmlUrl = xmlUrl.replace(this.baseUrl, '');
// if there is an xmlUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.
if (xmlUrl && xmlUrl.charAt(xmlUrl.length - 1) !== '/')
{
xmlUrl += '/';
}
var pages = resource.data.getElementsByTagName('page');
var textures = {};
// Handle completed, when the number of textures
// load is the same number as references in the fnt file
var completed = function (page) {
textures[page.metadata.pageFile] = page.texture;
if (Object.keys(textures).length === pages.length)
{
BitmapFontLoader.parse(resource, textures);
next();
}
};
for (var i = 0; i < pages.length; ++i)
{
var pageFile = pages[i].getAttribute('file');
var url = xmlUrl + pageFile;
var exists = false;
// incase the image is loaded outside
// using the same loader, resource will be available
for (var name in this.resources)
{
var bitmapResource = this.resources[name];
if (bitmapResource.url === url)
{
bitmapResource.metadata.pageFile = pageFile;
if (bitmapResource.texture)
{
completed(bitmapResource);
}
else
{
bitmapResource.onAfterMiddleware.add(completed);
}
exists = true;
break;
}
}
// texture is not loaded, we'll attempt to add
// it to the load and add the texture to the list
if (!exists)
{
// Standard loading options for images
var options = {
crossOrigin: resource.crossOrigin,
loadType: loaders.LoaderResource.LOAD_TYPE.IMAGE,
metadata: Object.assign(
{ pageFile: pageFile },
resource.metadata.imageMetadata
),
parentResource: resource,
};
this.add(url, options, completed);
}
}
};
exports.BitmapFontLoader = BitmapFontLoader;
exports.BitmapText = BitmapText;
},{"@pixi/core":7,"@pixi/display":8,"@pixi/loaders":20,"@pixi/math":21,"@pixi/settings":31,"@pixi/sprite":34,"@pixi/utils":39}],37:[function(require,module,exports){
/*!
* @pixi/text - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/text is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var sprite = require('@pixi/sprite');
var core = require('@pixi/core');
var settings = require('@pixi/settings');
var math = require('@pixi/math');
var utils = require('@pixi/utils');
/**
* Constants that define the type of gradient on text.
*
* @static
* @constant
* @name TEXT_GRADIENT
* @memberof PIXI
* @type {object}
* @property {number} LINEAR_VERTICAL Vertical gradient
* @property {number} LINEAR_HORIZONTAL Linear gradient
*/
var TEXT_GRADIENT = {
LINEAR_VERTICAL: 0,
LINEAR_HORIZONTAL: 1,
};
// disabling eslint for now, going to rewrite this in v5
var defaultStyle = {
align: 'left',
breakWords: false,
dropShadow: false,
dropShadowAlpha: 1,
dropShadowAngle: Math.PI / 6,
dropShadowBlur: 0,
dropShadowColor: 'black',
dropShadowDistance: 5,
fill: 'black',
fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,
fillGradientStops: [],
fontFamily: 'Arial',
fontSize: 26,
fontStyle: 'normal',
fontVariant: 'normal',
fontWeight: 'normal',
letterSpacing: 0,
lineHeight: 0,
lineJoin: 'miter',
miterLimit: 10,
padding: 0,
stroke: 'black',
strokeThickness: 0,
textBaseline: 'alphabetic',
trim: false,
whiteSpace: 'pre',
wordWrap: false,
wordWrapWidth: 100,
leading: 0,
};
var genericFontFamilies = [
'serif',
'sans-serif',
'monospace',
'cursive',
'fantasy',
'system-ui' ];
/**
* A TextStyle Object contains information to decorate a Text objects.
*
* An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.
*
* A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).
*
* @class
* @memberof PIXI
*/
var TextStyle = function TextStyle(style)
{
this.styleID = 0;
this.reset();
deepCopyProperties(this, style, style);
};
var prototypeAccessors = { align: { configurable: true },breakWords: { configurable: true },dropShadow: { configurable: true },dropShadowAlpha: { configurable: true },dropShadowAngle: { configurable: true },dropShadowBlur: { configurable: true },dropShadowColor: { configurable: true },dropShadowDistance: { configurable: true },fill: { configurable: true },fillGradientType: { configurable: true },fillGradientStops: { configurable: true },fontFamily: { configurable: true },fontSize: { configurable: true },fontStyle: { configurable: true },fontVariant: { configurable: true },fontWeight: { configurable: true },letterSpacing: { configurable: true },lineHeight: { configurable: true },leading: { configurable: true },lineJoin: { configurable: true },miterLimit: { configurable: true },padding: { configurable: true },stroke: { configurable: true },strokeThickness: { configurable: true },textBaseline: { configurable: true },trim: { configurable: true },whiteSpace: { configurable: true },wordWrap: { configurable: true },wordWrapWidth: { configurable: true } };
/**
* Creates a new TextStyle object with the same values as this one.
* Note that the only the properties of the object are cloned.
*
* @return {PIXI.TextStyle} New cloned TextStyle object
*/
TextStyle.prototype.clone = function clone ()
{
var clonedProperties = {};
deepCopyProperties(clonedProperties, this, defaultStyle);
return new TextStyle(clonedProperties);
};
/**
* Resets all properties to the defaults specified in TextStyle.prototype._default
*/
TextStyle.prototype.reset = function reset ()
{
deepCopyProperties(this, defaultStyle, defaultStyle);
};
/**
* Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
*
* @member {string}
*/
prototypeAccessors.align.get = function ()
{
return this._align;
};
prototypeAccessors.align.set = function (align) // eslint-disable-line require-jsdoc
{
if (this._align !== align)
{
this._align = align;
this.styleID++;
}
};
/**
* Indicates if lines can be wrapped within words, it needs wordWrap to be set to true
*
* @member {boolean}
*/
prototypeAccessors.breakWords.get = function ()
{
return this._breakWords;
};
prototypeAccessors.breakWords.set = function (breakWords) // eslint-disable-line require-jsdoc
{
if (this._breakWords !== breakWords)
{
this._breakWords = breakWords;
this.styleID++;
}
};
/**
* Set a drop shadow for the text
*
* @member {boolean}
*/
prototypeAccessors.dropShadow.get = function ()
{
return this._dropShadow;
};
prototypeAccessors.dropShadow.set = function (dropShadow) // eslint-disable-line require-jsdoc
{
if (this._dropShadow !== dropShadow)
{
this._dropShadow = dropShadow;
this.styleID++;
}
};
/**
* Set alpha for the drop shadow
*
* @member {number}
*/
prototypeAccessors.dropShadowAlpha.get = function ()
{
return this._dropShadowAlpha;
};
prototypeAccessors.dropShadowAlpha.set = function (dropShadowAlpha) // eslint-disable-line require-jsdoc
{
if (this._dropShadowAlpha !== dropShadowAlpha)
{
this._dropShadowAlpha = dropShadowAlpha;
this.styleID++;
}
};
/**
* Set a angle of the drop shadow
*
* @member {number}
*/
prototypeAccessors.dropShadowAngle.get = function ()
{
return this._dropShadowAngle;
};
prototypeAccessors.dropShadowAngle.set = function (dropShadowAngle) // eslint-disable-line require-jsdoc
{
if (this._dropShadowAngle !== dropShadowAngle)
{
this._dropShadowAngle = dropShadowAngle;
this.styleID++;
}
};
/**
* Set a shadow blur radius
*
* @member {number}
*/
prototypeAccessors.dropShadowBlur.get = function ()
{
return this._dropShadowBlur;
};
prototypeAccessors.dropShadowBlur.set = function (dropShadowBlur) // eslint-disable-line require-jsdoc
{
if (this._dropShadowBlur !== dropShadowBlur)
{
this._dropShadowBlur = dropShadowBlur;
this.styleID++;
}
};
/**
* A fill style to be used on the dropshadow e.g 'red', '#00FF00'
*
* @member {string|number}
*/
prototypeAccessors.dropShadowColor.get = function ()
{
return this._dropShadowColor;
};
prototypeAccessors.dropShadowColor.set = function (dropShadowColor) // eslint-disable-line require-jsdoc
{
var outputColor = getColor(dropShadowColor);
if (this._dropShadowColor !== outputColor)
{
this._dropShadowColor = outputColor;
this.styleID++;
}
};
/**
* Set a distance of the drop shadow
*
* @member {number}
*/
prototypeAccessors.dropShadowDistance.get = function ()
{
return this._dropShadowDistance;
};
prototypeAccessors.dropShadowDistance.set = function (dropShadowDistance) // eslint-disable-line require-jsdoc
{
if (this._dropShadowDistance !== dropShadowDistance)
{
this._dropShadowDistance = dropShadowDistance;
this.styleID++;
}
};
/**
* A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.
* Can be an array to create a gradient eg ['#000000','#FFFFFF']
* {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}
*
* @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}
*/
prototypeAccessors.fill.get = function ()
{
return this._fill;
};
prototypeAccessors.fill.set = function (fill) // eslint-disable-line require-jsdoc
{
var outputColor = getColor(fill);
if (this._fill !== outputColor)
{
this._fill = outputColor;
this.styleID++;
}
};
/**
* If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.
* See {@link PIXI.TEXT_GRADIENT}
*
* @member {number}
*/
prototypeAccessors.fillGradientType.get = function ()
{
return this._fillGradientType;
};
prototypeAccessors.fillGradientType.set = function (fillGradientType) // eslint-disable-line require-jsdoc
{
if (this._fillGradientType !== fillGradientType)
{
this._fillGradientType = fillGradientType;
this.styleID++;
}
};
/**
* If fill is an array of colours to create a gradient, this array can set the stop points
* (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.
*
* @member {number[]}
*/
prototypeAccessors.fillGradientStops.get = function ()
{
return this._fillGradientStops;
};
prototypeAccessors.fillGradientStops.set = function (fillGradientStops) // eslint-disable-line require-jsdoc
{
if (!areArraysEqual(this._fillGradientStops,fillGradientStops))
{
this._fillGradientStops = fillGradientStops;
this.styleID++;
}
};
/**
* The font family
*
* @member {string|string[]}
*/
prototypeAccessors.fontFamily.get = function ()
{
return this._fontFamily;
};
prototypeAccessors.fontFamily.set = function (fontFamily) // eslint-disable-line require-jsdoc
{
if (this.fontFamily !== fontFamily)
{
this._fontFamily = fontFamily;
this.styleID++;
}
};
/**
* The font size
* (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')
*
* @member {number|string}
*/
prototypeAccessors.fontSize.get = function ()
{
return this._fontSize;
};
prototypeAccessors.fontSize.set = function (fontSize) // eslint-disable-line require-jsdoc
{
if (this._fontSize !== fontSize)
{
this._fontSize = fontSize;
this.styleID++;
}
};
/**
* The font style
* ('normal', 'italic' or 'oblique')
*
* @member {string}
*/
prototypeAccessors.fontStyle.get = function ()
{
return this._fontStyle;
};
prototypeAccessors.fontStyle.set = function (fontStyle) // eslint-disable-line require-jsdoc
{
if (this._fontStyle !== fontStyle)
{
this._fontStyle = fontStyle;
this.styleID++;
}
};
/**
* The font variant
* ('normal' or 'small-caps')
*
* @member {string}
*/
prototypeAccessors.fontVariant.get = function ()
{
return this._fontVariant;
};
prototypeAccessors.fontVariant.set = function (fontVariant) // eslint-disable-line require-jsdoc
{
if (this._fontVariant !== fontVariant)
{
this._fontVariant = fontVariant;
this.styleID++;
}
};
/**
* The font weight
* ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')
*
* @member {string}
*/
prototypeAccessors.fontWeight.get = function ()
{
return this._fontWeight;
};
prototypeAccessors.fontWeight.set = function (fontWeight) // eslint-disable-line require-jsdoc
{
if (this._fontWeight !== fontWeight)
{
this._fontWeight = fontWeight;
this.styleID++;
}
};
/**
* The amount of spacing between letters, default is 0
*
* @member {number}
*/
prototypeAccessors.letterSpacing.get = function ()
{
return this._letterSpacing;
};
prototypeAccessors.letterSpacing.set = function (letterSpacing) // eslint-disable-line require-jsdoc
{
if (this._letterSpacing !== letterSpacing)
{
this._letterSpacing = letterSpacing;
this.styleID++;
}
};
/**
* The line height, a number that represents the vertical space that a letter uses
*
* @member {number}
*/
prototypeAccessors.lineHeight.get = function ()
{
return this._lineHeight;
};
prototypeAccessors.lineHeight.set = function (lineHeight) // eslint-disable-line require-jsdoc
{
if (this._lineHeight !== lineHeight)
{
this._lineHeight = lineHeight;
this.styleID++;
}
};
/**
* The space between lines
*
* @member {number}
*/
prototypeAccessors.leading.get = function ()
{
return this._leading;
};
prototypeAccessors.leading.set = function (leading) // eslint-disable-line require-jsdoc
{
if (this._leading !== leading)
{
this._leading = leading;
this.styleID++;
}
};
/**
* The lineJoin property sets the type of corner created, it can resolve spiked text issues.
* Default is 'miter' (creates a sharp corner).
*
* @member {string}
*/
prototypeAccessors.lineJoin.get = function ()
{
return this._lineJoin;
};
prototypeAccessors.lineJoin.set = function (lineJoin) // eslint-disable-line require-jsdoc
{
if (this._lineJoin !== lineJoin)
{
this._lineJoin = lineJoin;
this.styleID++;
}
};
/**
* The miter limit to use when using the 'miter' lineJoin mode
* This can reduce or increase the spikiness of rendered text.
*
* @member {number}
*/
prototypeAccessors.miterLimit.get = function ()
{
return this._miterLimit;
};
prototypeAccessors.miterLimit.set = function (miterLimit) // eslint-disable-line require-jsdoc
{
if (this._miterLimit !== miterLimit)
{
this._miterLimit = miterLimit;
this.styleID++;
}
};
/**
* Occasionally some fonts are cropped. Adding some padding will prevent this from happening
* by adding padding to all sides of the text.
*
* @member {number}
*/
prototypeAccessors.padding.get = function ()
{
return this._padding;
};
prototypeAccessors.padding.set = function (padding) // eslint-disable-line require-jsdoc
{
if (this._padding !== padding)
{
this._padding = padding;
this.styleID++;
}
};
/**
* A canvas fillstyle that will be used on the text stroke
* e.g 'blue', '#FCFF00'
*
* @member {string|number}
*/
prototypeAccessors.stroke.get = function ()
{
return this._stroke;
};
prototypeAccessors.stroke.set = function (stroke) // eslint-disable-line require-jsdoc
{
var outputColor = getColor(stroke);
if (this._stroke !== outputColor)
{
this._stroke = outputColor;
this.styleID++;
}
};
/**
* A number that represents the thickness of the stroke.
* Default is 0 (no stroke)
*
* @member {number}
*/
prototypeAccessors.strokeThickness.get = function ()
{
return this._strokeThickness;
};
prototypeAccessors.strokeThickness.set = function (strokeThickness) // eslint-disable-line require-jsdoc
{
if (this._strokeThickness !== strokeThickness)
{
this._strokeThickness = strokeThickness;
this.styleID++;
}
};
/**
* The baseline of the text that is rendered.
*
* @member {string}
*/
prototypeAccessors.textBaseline.get = function ()
{
return this._textBaseline;
};
prototypeAccessors.textBaseline.set = function (textBaseline) // eslint-disable-line require-jsdoc
{
if (this._textBaseline !== textBaseline)
{
this._textBaseline = textBaseline;
this.styleID++;
}
};
/**
* Trim transparent borders
*
* @member {boolean}
*/
prototypeAccessors.trim.get = function ()
{
return this._trim;
};
prototypeAccessors.trim.set = function (trim) // eslint-disable-line require-jsdoc
{
if (this._trim !== trim)
{
this._trim = trim;
this.styleID++;
}
};
/**
* How newlines and spaces should be handled.
* Default is 'pre' (preserve, preserve).
*
* value | New lines | Spaces
* --- | --- | ---
* 'normal' | Collapse | Collapse
* 'pre' | Preserve | Preserve
* 'pre-line' | Preserve | Collapse
*
* @member {string}
*/
prototypeAccessors.whiteSpace.get = function ()
{
return this._whiteSpace;
};
prototypeAccessors.whiteSpace.set = function (whiteSpace) // eslint-disable-line require-jsdoc
{
if (this._whiteSpace !== whiteSpace)
{
this._whiteSpace = whiteSpace;
this.styleID++;
}
};
/**
* Indicates if word wrap should be used
*
* @member {boolean}
*/
prototypeAccessors.wordWrap.get = function ()
{
return this._wordWrap;
};
prototypeAccessors.wordWrap.set = function (wordWrap) // eslint-disable-line require-jsdoc
{
if (this._wordWrap !== wordWrap)
{
this._wordWrap = wordWrap;
this.styleID++;
}
};
/**
* The width at which text will wrap, it needs wordWrap to be set to true
*
* @member {number}
*/
prototypeAccessors.wordWrapWidth.get = function ()
{
return this._wordWrapWidth;
};
prototypeAccessors.wordWrapWidth.set = function (wordWrapWidth) // eslint-disable-line require-jsdoc
{
if (this._wordWrapWidth !== wordWrapWidth)
{
this._wordWrapWidth = wordWrapWidth;
this.styleID++;
}
};
/**
* Generates a font style string to use for `TextMetrics.measureFont()`.
*
* @return {string} Font style string, for passing to `TextMetrics.measureFont()`
*/
TextStyle.prototype.toFontString = function toFontString ()
{
// build canvas api font setting from individual components. Convert a numeric this.fontSize to px
var fontSizeString = (typeof this.fontSize === 'number') ? ((this.fontSize) + "px") : this.fontSize;
// Clean-up fontFamily property by quoting each font name
// this will support font names with spaces
var fontFamilies = this.fontFamily;
if (!Array.isArray(this.fontFamily))
{
fontFamilies = this.fontFamily.split(',');
}
for (var i = fontFamilies.length - 1; i >= 0; i--)
{
// Trim any extra white-space
var fontFamily = fontFamilies[i].trim();
// Check if font already contains strings
if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0)
{
fontFamily = "\"" + fontFamily + "\"";
}
fontFamilies[i] = fontFamily;
}
return ((this.fontStyle) + " " + (this.fontVariant) + " " + (this.fontWeight) + " " + fontSizeString + " " + (fontFamilies.join(',')));
};
Object.defineProperties( TextStyle.prototype, prototypeAccessors );
/**
* Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.
* @private
* @param {number|number[]} color
* @return {string} The color as a string.
*/
function getSingleColor(color)
{
if (typeof color === 'number')
{
return utils.hex2string(color);
}
else if ( typeof color === 'string' )
{
if ( color.indexOf('0x') === 0 )
{
color = color.replace('0x', '#');
}
}
return color;
}
/**
* Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.
* This version can also convert array of colors
* @private
* @param {number|number[]} color
* @return {string} The color as a string.
*/
function getColor(color)
{
if (!Array.isArray(color))
{
return getSingleColor(color);
}
else
{
for (var i = 0; i < color.length; ++i)
{
color[i] = getSingleColor(color[i]);
}
return color;
}
}
/**
* Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.
* This version can also convert array of colors
* @private
* @param {Array} array1 First array to compare
* @param {Array} array2 Second array to compare
* @return {boolean} Do the arrays contain the same values in the same order
*/
function areArraysEqual(array1, array2)
{
if (!Array.isArray(array1) || !Array.isArray(array2))
{
return false;
}
if (array1.length !== array2.length)
{
return false;
}
for (var i = 0; i < array1.length; ++i)
{
if (array1[i] !== array2[i])
{
return false;
}
}
return true;
}
/**
* Utility function to ensure that object properties are copied by value, and not by reference
* @private
* @param {Object} target Target object to copy properties into
* @param {Object} source Source object for the properties to copy
* @param {string} propertyObj Object containing properties names we want to loop over
*/
function deepCopyProperties(target, source, propertyObj) {
for (var prop in propertyObj) {
if (Array.isArray(source[prop])) {
target[prop] = source[prop].slice();
} else {
target[prop] = source[prop];
}
}
}
/**
* The TextMetrics object represents the measurement of a block of text with a specified style.
*
* ```js
* let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})
* let textMetrics = PIXI.TextMetrics.measureText('Your text', style)
* ```
*
* @class
* @memberof PIXI
*/
var TextMetrics = function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties)
{
/**
* The text that was measured
*
* @member {string}
*/
this.text = text;
/**
* The style that was measured
*
* @member {PIXI.TextStyle}
*/
this.style = style;
/**
* The measured width of the text
*
* @member {number}
*/
this.width = width;
/**
* The measured height of the text
*
* @member {number}
*/
this.height = height;
/**
* An array of lines of the text broken by new lines and wrapping is specified in style
*
* @member {string[]}
*/
this.lines = lines;
/**
* An array of the line widths for each line matched to `lines`
*
* @member {number[]}
*/
this.lineWidths = lineWidths;
/**
* The measured line height for this style
*
* @member {number}
*/
this.lineHeight = lineHeight;
/**
* The maximum line width for all measured lines
*
* @member {number}
*/
this.maxLineWidth = maxLineWidth;
/**
* The font properties object from TextMetrics.measureFont
*
* @member {PIXI.IFontMetrics}
*/
this.fontProperties = fontProperties;
};
/**
* Measures the supplied string of text and returns a Rectangle.
*
* @param {string} text - the text to measure.
* @param {PIXI.TextStyle} style - the text style to use for measuring
* @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text.
* @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.
* @return {PIXI.TextMetrics} measured width and height of the text.
*/
TextMetrics.measureText = function measureText (text, style, wordWrap, canvas)
{
if ( canvas === void 0 ) canvas = TextMetrics._canvas;
wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;
var font = style.toFontString();
var fontProperties = TextMetrics.measureFont(font);
// fallback in case UA disallow canvas data extraction
// (toDataURI, getImageData functions)
if (fontProperties.fontSize === 0)
{
fontProperties.fontSize = style.fontSize;
fontProperties.ascent = style.fontSize;
}
var context = canvas.getContext('2d');
context.font = font;
var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;
var lines = outputText.split(/(?:\r\n|\r|\n)/);
var lineWidths = new Array(lines.length);
var maxLineWidth = 0;
for (var i = 0; i < lines.length; i++)
{
var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);
lineWidths[i] = lineWidth;
maxLineWidth = Math.max(maxLineWidth, lineWidth);
}
var width = maxLineWidth + style.strokeThickness;
if (style.dropShadow)
{
width += style.dropShadowDistance;
}
var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;
var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)
+ ((lines.length - 1) * (lineHeight + style.leading));
if (style.dropShadow)
{
height += style.dropShadowDistance;
}
return new TextMetrics(
text,
style,
width,
height,
lines,
lineWidths,
lineHeight + style.leading,
maxLineWidth,
fontProperties
);
};
/**
* Applies newlines to a string to have it optimally fit into the horizontal
* bounds set by the Text object's wordWrapWidth property.
*
* @private
* @param {string} text - String to apply word wrapping to
* @param {PIXI.TextStyle} style - the style to use when wrapping
* @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.
* @return {string} New string with new lines applied where required
*/
TextMetrics.wordWrap = function wordWrap (text, style, canvas)
{
if ( canvas === void 0 ) canvas = TextMetrics._canvas;
var context = canvas.getContext('2d');
var width = 0;
var line = '';
var lines = '';
var cache = {};
var letterSpacing = style.letterSpacing;
var whiteSpace = style.whiteSpace;
// How to handle whitespaces
var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);
var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);
// whether or not spaces may be added to the beginning of lines
var canPrependSpaces = !collapseSpaces;
// There is letterSpacing after every char except the last one
// t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!
// so for convenience the above needs to be compared to width + 1 extra letterSpace
// t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_
// ________________________________________________
// And then the final space is simply no appended to each line
var wordWrapWidth = style.wordWrapWidth + letterSpacing;
// break text into words, spaces and newline chars
var tokens = TextMetrics.tokenize(text);
for (var i = 0; i < tokens.length; i++)
{
// get the word, space or newlineChar
var token = tokens[i];
// if word is a new line
if (TextMetrics.isNewline(token))
{
// keep the new line
if (!collapseNewlines)
{
lines += TextMetrics.addLine(line);
canPrependSpaces = !collapseSpaces;
line = '';
width = 0;
continue;
}
// if we should collapse new lines
// we simply convert it into a space
token = ' ';
}
// if we should collapse repeated whitespaces
if (collapseSpaces)
{
// check both this and the last tokens for spaces
var currIsBreakingSpace = TextMetrics.isBreakingSpace(token);
var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);
if (currIsBreakingSpace && lastIsBreakingSpace)
{
continue;
}
}
// get word width from cache if possible
var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);
// word is longer than desired bounds
if (tokenWidth > wordWrapWidth)
{
// if we are not already at the beginning of a line
if (line !== '')
{
// start newlines for overflow words
lines += TextMetrics.addLine(line);
line = '';
width = 0;
}
// break large word over multiple lines
if (TextMetrics.canBreakWords(token, style.breakWords))
{
// break word into characters
var characters = TextMetrics.wordWrapSplit(token);
// loop the characters
for (var j = 0; j < characters.length; j++)
{
var char = characters[j];
var k = 1;
// we are not at the end of the token
while (characters[j + k])
{
var nextChar = characters[j + k];
var lastChar = char[char.length - 1];
// should not split chars
if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords))
{
// combine chars & move forward one
char += nextChar;
}
else
{
break;
}
k++;
}
j += char.length - 1;
var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);
if (characterWidth + width > wordWrapWidth)
{
lines += TextMetrics.addLine(line);
canPrependSpaces = false;
line = '';
width = 0;
}
line += char;
width += characterWidth;
}
}
// run word out of the bounds
else
{
// if there are words in this line already
// finish that line and start a new one
if (line.length > 0)
{
lines += TextMetrics.addLine(line);
line = '';
width = 0;
}
var isLastToken = i === tokens.length - 1;
// give it its own line if it's not the end
lines += TextMetrics.addLine(token, !isLastToken);
canPrependSpaces = false;
line = '';
width = 0;
}
}
// word could fit
else
{
// word won't fit because of existing words
// start a new line
if (tokenWidth + width > wordWrapWidth)
{
// if its a space we don't want it
canPrependSpaces = false;
// add a new line
lines += TextMetrics.addLine(line);
// start a new line
line = '';
width = 0;
}
// don't add spaces to the beginning of lines
if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces)
{
// add the word to the current line
line += token;
// update width counter
width += tokenWidth;
}
}
}
lines += TextMetrics.addLine(line, false);
return lines;
};
/**
* Convienience function for logging each line added during the wordWrap
* method
*
* @private
* @param {string} line - The line of text to add
* @param {boolean} newLine - Add new line character to end
* @return {string} A formatted line
*/
TextMetrics.addLine = function addLine (line, newLine)
{
if ( newLine === void 0 ) newLine = true;
line = TextMetrics.trimRight(line);
line = (newLine) ? (line + "\n") : line;
return line;
};
/**
* Gets & sets the widths of calculated characters in a cache object
*
* @private
* @param {string} key The key
* @param {number} letterSpacing The letter spacing
* @param {object} cache The cache
* @param {CanvasRenderingContext2D} context The canvas context
* @return {number} The from cache.
*/
TextMetrics.getFromCache = function getFromCache (key, letterSpacing, cache, context)
{
var width = cache[key];
if (width === undefined)
{
var spacing = ((key.length) * letterSpacing);
width = context.measureText(key).width + spacing;
cache[key] = width;
}
return width;
};
/**
* Determines whether we should collapse breaking spaces
*
* @private
* @param {string} whiteSpace The TextStyle property whiteSpace
* @return {boolean} should collapse
*/
TextMetrics.collapseSpaces = function collapseSpaces (whiteSpace)
{
return (whiteSpace === 'normal' || whiteSpace === 'pre-line');
};
/**
* Determines whether we should collapse newLine chars
*
* @private
* @param {string} whiteSpace The white space
* @return {boolean} should collapse
*/
TextMetrics.collapseNewlines = function collapseNewlines (whiteSpace)
{
return (whiteSpace === 'normal');
};
/**
* trims breaking whitespaces from string
*
* @private
* @param {string} text The text
* @return {string} trimmed string
*/
TextMetrics.trimRight = function trimRight (text)
{
if (typeof text !== 'string')
{
return '';
}
for (var i = text.length - 1; i >= 0; i--)
{
var char = text[i];
if (!TextMetrics.isBreakingSpace(char))
{
break;
}
text = text.slice(0, -1);
}
return text;
};
/**
* Determines if char is a newline.
*
* @private
* @param {string} char The character
* @return {boolean} True if newline, False otherwise.
*/
TextMetrics.isNewline = function isNewline (char)
{
if (typeof char !== 'string')
{
return false;
}
return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);
};
/**
* Determines if char is a breaking whitespace.
*
* @private
* @param {string} char The character
* @return {boolean} True if whitespace, False otherwise.
*/
TextMetrics.isBreakingSpace = function isBreakingSpace (char)
{
if (typeof char !== 'string')
{
return false;
}
return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);
};
/**
* Splits a string into words, breaking-spaces and newLine characters
*
* @private
* @param {string} text The text
* @return {string[]} A tokenized array
*/
TextMetrics.tokenize = function tokenize (text)
{
var tokens = [];
var token = '';
if (typeof text !== 'string')
{
return tokens;
}
for (var i = 0; i < text.length; i++)
{
var char = text[i];
if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char))
{
if (token !== '')
{
tokens.push(token);
token = '';
}
tokens.push(char);
continue;
}
token += char;
}
if (token !== '')
{
tokens.push(token);
}
return tokens;
};
/**
* Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.
*
* It allows one to customise which words should break
* Examples are if the token is CJK or numbers.
* It must return a boolean.
*
* @param {string} token The token
* @param {boolean} breakWords The style attr break words
* @return {boolean} whether to break word or not
*/
TextMetrics.canBreakWords = function canBreakWords (token, breakWords)
{
return breakWords;
};
/**
* Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.
*
* It allows one to determine whether a pair of characters
* should be broken by newlines
* For example certain characters in CJK langs or numbers.
* It must return a boolean.
*
* @param {string} char The character
* @param {string} nextChar The next character
* @param {string} token The token/word the characters are from
* @param {number} index The index in the token of the char
* @param {boolean} breakWords The style attr break words
* @return {boolean} whether to break word or not
*/
TextMetrics.canBreakChars = function canBreakChars (char, nextChar, token, index, breakWords) // eslint-disable-line no-unused-vars
{
return true;
};
/**
* Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.
*
* It is called when a token (usually a word) has to be split into separate pieces
* in order to determine the point to break a word.
* It must return an array of characters.
*
* @example
* // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji.
* TextMetrics.wordWrapSplit = (token) => [...token];
*
* @param {string} token The token to split
* @return {string[]} The characters of the token
*/
TextMetrics.wordWrapSplit = function wordWrapSplit (token)
{
return token.split('');
};
/**
* Calculates the ascent, descent and fontSize of a given font-style
*
* @static
* @param {string} font - String representing the style of the font
* @return {PIXI.IFontMetrics} Font properties object
*/
TextMetrics.measureFont = function measureFont (font)
{
// as this method is used for preparing assets, don't recalculate things if we don't need to
if (TextMetrics._fonts[font])
{
return TextMetrics._fonts[font];
}
var properties = {};
var canvas = TextMetrics._canvas;
var context = TextMetrics._context;
context.font = font;
var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;
var width = Math.ceil(context.measureText(metricsString).width);
var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);
var height = 2 * baseline;
baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;
canvas.width = width;
canvas.height = height;
context.fillStyle = '#f00';
context.fillRect(0, 0, width, height);
context.font = font;
context.textBaseline = 'alphabetic';
context.fillStyle = '#000';
context.fillText(metricsString, 0, baseline);
var imagedata = context.getImageData(0, 0, width, height).data;
var pixels = imagedata.length;
var line = width * 4;
var i = 0;
var idx = 0;
var stop = false;
// ascent. scan from top to bottom until we find a non red pixel
for (i = 0; i < baseline; ++i)
{
for (var j = 0; j < line; j += 4)
{
if (imagedata[idx + j] !== 255)
{
stop = true;
break;
}
}
if (!stop)
{
idx += line;
}
else
{
break;
}
}
properties.ascent = baseline - i;
idx = pixels - line;
stop = false;
// descent. scan from bottom to top until we find a non red pixel
for (i = height; i > baseline; --i)
{
for (var j$1 = 0; j$1 < line; j$1 += 4)
{
if (imagedata[idx + j$1] !== 255)
{
stop = true;
break;
}
}
if (!stop)
{
idx -= line;
}
else
{
break;
}
}
properties.descent = i - baseline;
properties.fontSize = properties.ascent + properties.descent;
TextMetrics._fonts[font] = properties;
return properties;
};
/**
* Clear font metrics in metrics cache.
*
* @static
* @param {string} [font] - font name. If font name not set then clear cache for all fonts.
*/
TextMetrics.clearMetrics = function clearMetrics (font)
{
if ( font === void 0 ) font = '';
if (font)
{
delete TextMetrics._fonts[font];
}
else
{
TextMetrics._fonts = {};
}
};
/**
* Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.
*
* @typedef {object} FontMetrics
* @property {number} ascent - The ascent distance
* @property {number} descent - The descent distance
* @property {number} fontSize - Font size from ascent to descent
* @memberof PIXI.TextMetrics
* @private
*/
var canvas = (function () {
try
{
// OffscreenCanvas2D measureText can be up to 40% faster.
var c = new OffscreenCanvas(0, 0);
var context = c.getContext('2d');
if (context && context.measureText)
{
return c;
}
return document.createElement('canvas');
}
catch (ex)
{
return document.createElement('canvas');
}
})();
canvas.width = canvas.height = 10;
/**
* Cached canvas element for measuring text
*
* @memberof PIXI.TextMetrics
* @type {HTMLCanvasElement}
* @private
*/
TextMetrics._canvas = canvas;
/**
* Cache for context to use.
*
* @memberof PIXI.TextMetrics
* @type {CanvasRenderingContext2D}
* @private
*/
TextMetrics._context = canvas.getContext('2d');
/**
* Cache of {@see PIXI.TextMetrics.FontMetrics} objects.
*
* @memberof PIXI.TextMetrics
* @type {Object}
* @private
*/
TextMetrics._fonts = {};
/**
* String used for calculate font metrics.
* These characters are all tall to help calculate the height required for text.
*
* @static
* @memberof PIXI.TextMetrics
* @name METRICS_STRING
* @type {string}
* @default |ÉqÅ
*/
TextMetrics.METRICS_STRING = '|ÉqÅ';
/**
* Baseline symbol for calculate font metrics.
*
* @static
* @memberof PIXI.TextMetrics
* @name BASELINE_SYMBOL
* @type {string}
* @default M
*/
TextMetrics.BASELINE_SYMBOL = 'M';
/**
* Baseline multiplier for calculate font metrics.
*
* @static
* @memberof PIXI.TextMetrics
* @name BASELINE_MULTIPLIER
* @type {number}
* @default 1.4
*/
TextMetrics.BASELINE_MULTIPLIER = 1.4;
/**
* Cache of new line chars.
*
* @memberof PIXI.TextMetrics
* @type {number[]}
* @private
*/
TextMetrics._newlines = [
0x000A, // line feed
0x000D ];
/**
* Cache of breaking spaces.
*
* @memberof PIXI.TextMetrics
* @type {number[]}
* @private
*/
TextMetrics._breakingSpaces = [
0x0009, // character tabulation
0x0020, // space
0x2000, // en quad
0x2001, // em quad
0x2002, // en space
0x2003, // em space
0x2004, // three-per-em space
0x2005, // four-per-em space
0x2006, // six-per-em space
0x2008, // punctuation space
0x2009, // thin space
0x200A, // hair space
0x205F, // medium mathematical space
0x3000 ];
/**
* A number, or a string containing a number.
*
* @memberof PIXI
* @typedef IFontMetrics
* @property {number} ascent - Font ascent
* @property {number} descent - Font descent
* @property {number} fontSize - Font size
*/
/* eslint max-depth: [2, 8] */
var defaultDestroyOptions = {
texture: true,
children: false,
baseTexture: true,
};
/**
* A Text Object will create a line or multiple lines of text.
*
* The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).
*
* The primary advantage of this class over BitmapText is that you have great control over the style of the next,
* which you can change at runtime.
*
* The primary disadvantages is that each piece of text has it's own texture, which can use more memory.
* When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.
*
* To split a line you can use '\n' in your text string, or, on the `style` object,
* change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.
*
* A Text can be created directly from a string and a style object,
* which can be generated [here](https://pixijs.io/pixi-text-style).
*
* ```js
* let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});
* ```
*
* @class
* @extends PIXI.Sprite
* @memberof PIXI
*/
var Text = /*@__PURE__*/(function (Sprite) {
function Text(text, style, canvas)
{
canvas = canvas || document.createElement('canvas');
canvas.width = 3;
canvas.height = 3;
var texture = core.Texture.from(canvas);
texture.orig = new math.Rectangle();
texture.trim = new math.Rectangle();
Sprite.call(this, texture);
/**
* The canvas element that everything is drawn to
*
* @member {HTMLCanvasElement}
*/
this.canvas = canvas;
/**
* The canvas 2d context that everything is drawn with
* @member {CanvasRenderingContext2D}
*/
this.context = this.canvas.getContext('2d');
/**
* The resolution / device pixel ratio of the canvas.
* This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.
* @member {number}
* @default 1
*/
this._resolution = settings.settings.RESOLUTION;
this._autoResolution = true;
/**
* Private tracker for the current text.
*
* @member {string}
* @private
*/
this._text = null;
/**
* Private tracker for the current style.
*
* @member {object}
* @private
*/
this._style = null;
/**
* Private listener to track style changes.
*
* @member {Function}
* @private
*/
this._styleListener = null;
/**
* Private tracker for the current font.
*
* @member {string}
* @private
*/
this._font = '';
this.text = text;
this.style = style;
this.localStyleID = -1;
}
if ( Sprite ) Text.__proto__ = Sprite;
Text.prototype = Object.create( Sprite && Sprite.prototype );
Text.prototype.constructor = Text;
var prototypeAccessors = { width: { configurable: true },height: { configurable: true },style: { configurable: true },text: { configurable: true },resolution: { configurable: true } };
/**
* Renders text and updates it when needed.
*
* @private
* @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.
*/
Text.prototype.updateText = function updateText (respectDirty)
{
var style = this._style;
// check if style has changed..
if (this.localStyleID !== style.styleID)
{
this.dirty = true;
this.localStyleID = style.styleID;
}
if (!this.dirty && respectDirty)
{
return;
}
this._font = this._style.toFontString();
var context = this.context;
var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);
var width = measured.width;
var height = measured.height;
var lines = measured.lines;
var lineHeight = measured.lineHeight;
var lineWidths = measured.lineWidths;
var maxLineWidth = measured.maxLineWidth;
var fontProperties = measured.fontProperties;
this.canvas.width = Math.ceil((Math.max(1, width) + (style.padding * 2)) * this._resolution);
this.canvas.height = Math.ceil((Math.max(1, height) + (style.padding * 2)) * this._resolution);
context.scale(this._resolution, this._resolution);
context.clearRect(0, 0, this.canvas.width, this.canvas.height);
context.font = this._font;
context.lineWidth = style.strokeThickness;
context.textBaseline = style.textBaseline;
context.lineJoin = style.lineJoin;
context.miterLimit = style.miterLimit;
var linePositionX;
var linePositionY;
// require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text
var passesCount = style.dropShadow ? 2 : 1;
// For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,
// but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.
//
// For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more
// visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill
// and the stroke; and fill drop shadows would appear over the top of the stroke.
//
// For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal
// text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the
// drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow
// beneath the text, whilst also having the proper text shadow styling.
for (var i = 0; i < passesCount; ++i)
{
var isShadowPass = style.dropShadow && i === 0;
var dsOffsetText = isShadowPass ? height * 2 : 0; // we only want the drop shadow, so put text way off-screen
var dsOffsetShadow = dsOffsetText * this.resolution;
if (isShadowPass)
{
// On Safari, text with gradient and drop shadows together do not position correctly
// if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689
// Therefore we'll set the styles to be a plain black whilst generating this drop shadow
context.fillStyle = 'black';
context.strokeStyle = 'black';
var dropShadowColor = style.dropShadowColor;
var rgb = utils.hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : utils.string2hex(dropShadowColor));
context.shadowColor = "rgba(" + (rgb[0] * 255) + "," + (rgb[1] * 255) + "," + (rgb[2] * 255) + "," + (style.dropShadowAlpha) + ")";
context.shadowBlur = style.dropShadowBlur;
context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;
context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * style.dropShadowDistance) + dsOffsetShadow;
}
else
{
// set canvas text styles
context.fillStyle = this._generateFillStyle(style, lines);
context.strokeStyle = style.stroke;
context.shadowColor = 0;
context.shadowBlur = 0;
context.shadowOffsetX = 0;
context.shadowOffsetY = 0;
}
// draw lines line by line
for (var i$1 = 0; i$1 < lines.length; i$1++)
{
linePositionX = style.strokeThickness / 2;
linePositionY = ((style.strokeThickness / 2) + (i$1 * lineHeight)) + fontProperties.ascent;
if (style.align === 'right')
{
linePositionX += maxLineWidth - lineWidths[i$1];
}
else if (style.align === 'center')
{
linePositionX += (maxLineWidth - lineWidths[i$1]) / 2;
}
if (style.stroke && style.strokeThickness)
{
this.drawLetterSpacing(
lines[i$1],
linePositionX + style.padding,
linePositionY + style.padding - dsOffsetText,
true
);
}
if (style.fill)
{
this.drawLetterSpacing(
lines[i$1],
linePositionX + style.padding,
linePositionY + style.padding - dsOffsetText
);
}
}
}
this.updateTexture();
};
/**
* Render the text with letter-spacing.
* @param {string} text - The text to draw
* @param {number} x - Horizontal position to draw the text
* @param {number} y - Vertical position to draw the text
* @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the
* text? If not, it's for the inside fill
* @private
*/
Text.prototype.drawLetterSpacing = function drawLetterSpacing (text, x, y, isStroke)
{
if ( isStroke === void 0 ) isStroke = false;
var style = this._style;
// letterSpacing of 0 means normal
var letterSpacing = style.letterSpacing;
if (letterSpacing === 0)
{
if (isStroke)
{
this.context.strokeText(text, x, y);
}
else
{
this.context.fillText(text, x, y);
}
return;
}
var currentPosition = x;
// Using Array.from correctly splits characters whilst keeping emoji together.
// This is not supported on IE as it requires ES6, so regular text splitting occurs.
// This also doesn't account for emoji that are multiple emoji put together to make something else.
// Handling all of this would require a big library itself.
// https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516
// https://github.com/orling/grapheme-splitter
var stringArray = Array.from ? Array.from(text) : text.split('');
var previousWidth = this.context.measureText(text).width;
var currentWidth = 0;
for (var i = 0; i < stringArray.length; ++i)
{
var currentChar = stringArray[i];
if (isStroke)
{
this.context.strokeText(currentChar, currentPosition, y);
}
else
{
this.context.fillText(currentChar, currentPosition, y);
}
currentWidth = this.context.measureText(text.substring(i + 1)).width;
currentPosition += previousWidth - currentWidth + letterSpacing;
previousWidth = currentWidth;
}
};
/**
* Updates texture size based on canvas size
*
* @private
*/
Text.prototype.updateTexture = function updateTexture ()
{
var canvas = this.canvas;
if (this._style.trim)
{
var trimmed = utils.trimCanvas(canvas);
if (trimmed.data)
{
canvas.width = trimmed.width;
canvas.height = trimmed.height;
this.context.putImageData(trimmed.data, 0, 0);
}
}
var texture = this._texture;
var style = this._style;
var padding = style.trim ? 0 : style.padding;
var baseTexture = texture.baseTexture;
texture.trim.width = texture._frame.width = Math.ceil(canvas.width / this._resolution);
texture.trim.height = texture._frame.height = Math.ceil(canvas.height / this._resolution);
texture.trim.x = -padding;
texture.trim.y = -padding;
texture.orig.width = texture._frame.width - (padding * 2);
texture.orig.height = texture._frame.height - (padding * 2);
// call sprite onTextureUpdate to update scale if _width or _height were set
this._onTextureUpdate();
baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);
this.dirty = false;
};
/**
* Renders the object using the WebGL renderer
*
* @private
* @param {PIXI.Renderer} renderer - The renderer
*/
Text.prototype._render = function _render (renderer)
{
if (this._autoResolution && this._resolution !== renderer.resolution)
{
this._resolution = renderer.resolution;
this.dirty = true;
}
this.updateText(true);
Sprite.prototype._render.call(this, renderer);
};
/**
* Gets the local bounds of the text object.
*
* @param {PIXI.Rectangle} rect - The output rectangle.
* @return {PIXI.Rectangle} The bounds.
*/
Text.prototype.getLocalBounds = function getLocalBounds (rect)
{
this.updateText(true);
return Sprite.prototype.getLocalBounds.call(this, rect);
};
/**
* calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.
* @protected
*/
Text.prototype._calculateBounds = function _calculateBounds ()
{
this.updateText(true);
this.calculateVertices();
// if we have already done this on THIS frame.
this._bounds.addQuad(this.vertexData);
};
/**
* Method to be called upon a TextStyle change.
* @private
*/
Text.prototype._onStyleChange = function _onStyleChange ()
{
this.dirty = true;
};
/**
* Generates the fill style. Can automatically generate a gradient based on the fill style being an array
*
* @private
* @param {object} style - The style.
* @param {string[]} lines - The lines of text.
* @return {string|number|CanvasGradient} The fill style
*/
Text.prototype._generateFillStyle = function _generateFillStyle (style, lines)
{
if (!Array.isArray(style.fill))
{
return style.fill;
}
else if (style.fill.length === 1)
{
return style.fill[0];
}
// the gradient will be evenly spaced out according to how large the array is.
// ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75
var gradient;
var totalIterations;
var currentIteration;
var stop;
// a dropshadow will enlarge the canvas and result in the gradient being
// generated with the incorrect dimensions
var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;
var width = Math.ceil(this.canvas.width / this._resolution) - dropShadowCorrection;
var height = Math.ceil(this.canvas.height / this._resolution) - dropShadowCorrection;
// make a copy of the style settings, so we can manipulate them later
var fill = style.fill.slice();
var fillGradientStops = style.fillGradientStops.slice();
// wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75
if (!fillGradientStops.length)
{
var lengthPlus1 = fill.length + 1;
for (var i = 1; i < lengthPlus1; ++i)
{
fillGradientStops.push(i / lengthPlus1);
}
}
// stop the bleeding of the last gradient on the line above to the top gradient of the this line
// by hard defining the first gradient colour at point 0, and last gradient colour at point 1
fill.unshift(style.fill[0]);
fillGradientStops.unshift(0);
fill.push(style.fill[style.fill.length - 1]);
fillGradientStops.push(1);
if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)
{
// start the gradient at the top center of the canvas, and end at the bottom middle of the canvas
gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height);
// we need to repeat the gradient so that each individual line of text has the same vertical gradient effect
// ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875
totalIterations = (fill.length + 1) * lines.length;
currentIteration = 0;
for (var i$1 = 0; i$1 < lines.length; i$1++)
{
currentIteration += 1;
for (var j = 0; j < fill.length; j++)
{
if (typeof fillGradientStops[j] === 'number')
{
stop = (fillGradientStops[j] / lines.length) + (i$1 / lines.length);
}
else
{
stop = currentIteration / totalIterations;
}
gradient.addColorStop(stop, fill[j]);
currentIteration++;
}
}
}
else
{
// start the gradient at the center left of the canvas, and end at the center right of the canvas
gradient = this.context.createLinearGradient(0, height / 2, width, height / 2);
// can just evenly space out the gradients in this case, as multiple lines makes no difference
// to an even left to right gradient
totalIterations = fill.length + 1;
currentIteration = 1;
for (var i$2 = 0; i$2 < fill.length; i$2++)
{
if (typeof fillGradientStops[i$2] === 'number')
{
stop = fillGradientStops[i$2];
}
else
{
stop = currentIteration / totalIterations;
}
gradient.addColorStop(stop, fill[i$2]);
currentIteration++;
}
}
return gradient;
};
/**
* Destroys this text object.
* Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as
* the majority of the time the texture will not be shared with any other Sprites.
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have their
* destroy method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well
* @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well
*/
Text.prototype.destroy = function destroy (options)
{
if (typeof options === 'boolean')
{
options = { children: options };
}
options = Object.assign({}, defaultDestroyOptions, options);
Sprite.prototype.destroy.call(this, options);
// make sure to reset the the context and canvas.. dont want this hanging around in memory!
this.context = null;
this.canvas = null;
this._style = null;
};
/**
* The width of the Text, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
prototypeAccessors.width.get = function ()
{
this.updateText(true);
return Math.abs(this.scale.x) * this._texture.orig.width;
};
prototypeAccessors.width.set = function (value) // eslint-disable-line require-jsdoc
{
this.updateText(true);
var s = utils.sign(this.scale.x) || 1;
this.scale.x = s * value / this._texture.orig.width;
this._width = value;
};
/**
* The height of the Text, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
prototypeAccessors.height.get = function ()
{
this.updateText(true);
return Math.abs(this.scale.y) * this._texture.orig.height;
};
prototypeAccessors.height.set = function (value) // eslint-disable-line require-jsdoc
{
this.updateText(true);
var s = utils.sign(this.scale.y) || 1;
this.scale.y = s * value / this._texture.orig.height;
this._height = value;
};
/**
* Set the style of the text. Set up an event listener to listen for changes on the style
* object and mark the text as dirty.
*
* @member {object|PIXI.TextStyle}
*/
prototypeAccessors.style.get = function ()
{
return this._style;
};
prototypeAccessors.style.set = function (style) // eslint-disable-line require-jsdoc
{
style = style || {};
if (style instanceof TextStyle)
{
this._style = style;
}
else
{
this._style = new TextStyle(style);
}
this.localStyleID = -1;
this.dirty = true;
};
/**
* Set the copy for the text object. To split a line you can use '\n'.
*
* @member {string}
*/
prototypeAccessors.text.get = function ()
{
return this._text;
};
prototypeAccessors.text.set = function (text) // eslint-disable-line require-jsdoc
{
text = String(text === null || text === undefined ? '' : text);
if (this._text === text)
{
return;
}
this._text = text;
this.dirty = true;
};
/**
* The resolution / device pixel ratio of the canvas.
* This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.
* @member {number}
* @default 1
*/
prototypeAccessors.resolution.get = function ()
{
return this._resolution;
};
prototypeAccessors.resolution.set = function (value) // eslint-disable-line require-jsdoc
{
this._autoResolution = false;
if (this._resolution === value)
{
return;
}
this._resolution = value;
this.dirty = true;
};
Object.defineProperties( Text.prototype, prototypeAccessors );
return Text;
}(sprite.Sprite));
exports.TEXT_GRADIENT = TEXT_GRADIENT;
exports.Text = Text;
exports.TextMetrics = TextMetrics;
exports.TextStyle = TextStyle;
},{"@pixi/core":7,"@pixi/math":21,"@pixi/settings":31,"@pixi/sprite":34,"@pixi/utils":39}],38:[function(require,module,exports){
/*!
* @pixi/ticker - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/ticker is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
var settings = require('@pixi/settings');
/**
* Target frames per millisecond.
*
* @static
* @name TARGET_FPMS
* @memberof PIXI.settings
* @type {number}
* @default 0.06
*/
settings.settings.TARGET_FPMS = 0.06;
/**
* Represents the update priorities used by internal PIXI classes when registered with
* the {@link PIXI.Ticker} object. Higher priority items are updated first and lower
* priority items, such as render, should go later.
*
* @static
* @constant
* @name UPDATE_PRIORITY
* @memberof PIXI
* @enum {number}
* @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.interaction.InteractionManager}
* @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}
* @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.Ticker#add}.
* @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering.
* @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.prepare.BasePrepare} utility.
*/
(function (UPDATE_PRIORITY) {
UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION";
UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH";
UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL";
UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW";
UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY";
})(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {}));
/**
* Internal class for handling the priority sorting of ticker handlers.
*
* @private
* @class
* @memberof PIXI
*/
var TickerListener = /** @class */ (function () {
/**
* Constructor
* @private
* @param {Function} fn - The listener function to be added for one update
* @param {*} [context=null] - The listener context
* @param {number} [priority=0] - The priority for emitting
* @param {boolean} [once=false] - If the handler should fire once
*/
function TickerListener(fn, context, priority, once) {
if (context === void 0) { context = null; }
if (priority === void 0) { priority = 0; }
if (once === void 0) { once = false; }
/**
* The handler function to execute.
* @private
* @member {Function}
*/
this.fn = fn;
/**
* The calling to execute.
* @private
* @member {*}
*/
this.context = context;
/**
* The current priority.
* @private
* @member {number}
*/
this.priority = priority;
/**
* If this should only execute once.
* @private
* @member {boolean}
*/
this.once = once;
/**
* The next item in chain.
* @private
* @member {TickerListener}
*/
this.next = null;
/**
* The previous item in chain.
* @private
* @member {TickerListener}
*/
this.previous = null;
/**
* `true` if this listener has been destroyed already.
* @member {boolean}
* @private
*/
this._destroyed = false;
}
/**
* Simple compare function to figure out if a function and context match.
* @private
* @param {Function} fn - The listener function to be added for one update
* @param {any} [context] - The listener context
* @return {boolean} `true` if the listener match the arguments
*/
TickerListener.prototype.match = function (fn, context) {
if (context === void 0) { context = null; }
return this.fn === fn && this.context === context;
};
/**
* Emit by calling the current function.
* @private
* @param {number} deltaTime - time since the last emit.
* @return {TickerListener} Next ticker
*/
TickerListener.prototype.emit = function (deltaTime) {
if (this.fn) {
if (this.context) {
this.fn.call(this.context, deltaTime);
}
else {
this.fn(deltaTime);
}
}
var redirect = this.next;
if (this.once) {
this.destroy(true);
}
// Soft-destroying should remove
// the next reference
if (this._destroyed) {
this.next = null;
}
return redirect;
};
/**
* Connect to the list.
* @private
* @param {TickerListener} previous - Input node, previous listener
*/
TickerListener.prototype.connect = function (previous) {
this.previous = previous;
if (previous.next) {
previous.next.previous = this;
}
this.next = previous.next;
previous.next = this;
};
/**
* Destroy and don't use after this.
* @private
* @param {boolean} [hard = false] `true` to remove the `next` reference, this
* is considered a hard destroy. Soft destroy maintains the next reference.
* @return {TickerListener} The listener to redirect while emitting or removing.
*/
TickerListener.prototype.destroy = function (hard) {
if (hard === void 0) { hard = false; }
this._destroyed = true;
this.fn = null;
this.context = null;
// Disconnect, hook up next and previous
if (this.previous) {
this.previous.next = this.next;
}
if (this.next) {
this.next.previous = this.previous;
}
// Redirect to the next item
var redirect = this.next;
// Remove references
this.next = hard ? null : redirect;
this.previous = null;
return redirect;
};
return TickerListener;
}());
/**
* A Ticker class that runs an update loop that other objects listen to.
*
* This class is composed around listeners meant for execution on the next requested animation frame.
* Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.
*
* @class
* @memberof PIXI
*/
var Ticker = /** @class */ (function () {
function Ticker() {
var _this = this;
/**
* The first listener. All new listeners added are chained on this.
* @private
* @type {TickerListener}
*/
this._head = new TickerListener(null, null, Infinity);
/**
* Internal current frame request ID
* @type {?number}
* @private
*/
this._requestId = null;
/**
* Internal value managed by minFPS property setter and getter.
* This is the maximum allowed milliseconds between updates.
* @type {number}
* @private
*/
this._maxElapsedMS = 100;
/**
* Internal value managed by maxFPS property setter and getter.
* This is the minimum allowed milliseconds between updates.
* @type {number}
* @private
*/
this._minElapsedMS = 0;
/**
* Whether or not this ticker should invoke the method
* {@link PIXI.Ticker#start} automatically
* when a listener is added.
*
* @member {boolean}
* @default false
*/
this.autoStart = false;
/**
* Scalar time value from last frame to this frame.
* This value is capped by setting {@link PIXI.Ticker#minFPS}
* and is scaled with {@link PIXI.Ticker#speed}.
* **Note:** The cap may be exceeded by scaling.
*
* @member {number}
* @default 1
*/
this.deltaTime = 1;
/**
* Scaler time elapsed in milliseconds from last frame to this frame.
* This value is capped by setting {@link PIXI.Ticker#minFPS}
* and is scaled with {@link PIXI.Ticker#speed}.
* **Note:** The cap may be exceeded by scaling.
* If the platform supports DOMHighResTimeStamp,
* this value will have a precision of 1 µs.
* Defaults to target frame time
*
* @member {number}
* @default 16.66
*/
this.deltaMS = 1 / settings.settings.TARGET_FPMS;
/**
* Time elapsed in milliseconds from last frame to this frame.
* Opposed to what the scalar {@link PIXI.Ticker#deltaTime}
* is based, this value is neither capped nor scaled.
* If the platform supports DOMHighResTimeStamp,
* this value will have a precision of 1 µs.
* Defaults to target frame time
*
* @member {number}
* @default 16.66
*/
this.elapsedMS = 1 / settings.settings.TARGET_FPMS;
/**
* The last time {@link PIXI.Ticker#update} was invoked.
* This value is also reset internally outside of invoking
* update, but only when a new animation frame is requested.
* If the platform supports DOMHighResTimeStamp,
* this value will have a precision of 1 µs.
*
* @member {number}
* @default -1
*/
this.lastTime = -1;
/**
* Factor of current {@link PIXI.Ticker#deltaTime}.
* @example
* // Scales ticker.deltaTime to what would be
* // the equivalent of approximately 120 FPS
* ticker.speed = 2;
*
* @member {number}
* @default 1
*/
this.speed = 1;
/**
* Whether or not this ticker has been started.
* `true` if {@link PIXI.Ticker#start} has been called.
* `false` if {@link PIXI.Ticker#stop} has been called.
* While `false`, this value may change to `true` in the
* event of {@link PIXI.Ticker#autoStart} being `true`
* and a listener is added.
*
* @member {boolean}
* @default false
*/
this.started = false;
/**
* If enabled, deleting is disabled.
* @member {boolean}
* @default false
* @private
*/
this._protected = false;
/**
* The last time keyframe was executed.
* Maintains a relatively fixed interval with the previous value.
* @member {number}
* @default -1
* @private
*/
this._lastFrame = -1;
/**
* Internal tick method bound to ticker instance.
* This is because in early 2015, Function.bind
* is still 60% slower in high performance scenarios.
* Also separating frame requests from update method
* so listeners may be called at any time and with
* any animation API, just invoke ticker.update(time).
*
* @private
* @param {number} time - Time since last tick.
*/
this._tick = function (time) {
_this._requestId = null;
if (_this.started) {
// Invoke listeners now
_this.update(time);
// Listener side effects may have modified ticker state.
if (_this.started && _this._requestId === null && _this._head.next) {
_this._requestId = requestAnimationFrame(_this._tick);
}
}
};
}
/**
* Conditionally requests a new animation frame.
* If a frame has not already been requested, and if the internal
* emitter has listeners, a new frame is requested.
*
* @private
*/
Ticker.prototype._requestIfNeeded = function () {
if (this._requestId === null && this._head.next) {
// ensure callbacks get correct delta
this.lastTime = performance.now();
this._lastFrame = this.lastTime;
this._requestId = requestAnimationFrame(this._tick);
}
};
/**
* Conditionally cancels a pending animation frame.
*
* @private
*/
Ticker.prototype._cancelIfNeeded = function () {
if (this._requestId !== null) {
cancelAnimationFrame(this._requestId);
this._requestId = null;
}
};
/**
* Conditionally requests a new animation frame.
* If the ticker has been started it checks if a frame has not already
* been requested, and if the internal emitter has listeners. If these
* conditions are met, a new frame is requested. If the ticker has not
* been started, but autoStart is `true`, then the ticker starts now,
* and continues with the previous conditions to request a new frame.
*
* @private
*/
Ticker.prototype._startIfPossible = function () {
if (this.started) {
this._requestIfNeeded();
}
else if (this.autoStart) {
this.start();
}
};
/**
* Register a handler for tick events. Calls continuously unless
* it is removed or the ticker is stopped.
*
* @param {Function} fn - The listener function to be added for updates
* @param {*} [context] - The listener context
* @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting
* @returns {PIXI.Ticker} This instance of a ticker
*/
Ticker.prototype.add = function (fn, context, priority) {
if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; }
return this._addListener(new TickerListener(fn, context, priority));
};
/**
* Add a handler for the tick event which is only execute once.
*
* @param {Function} fn - The listener function to be added for one update
* @param {*} [context] - The listener context
* @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting
* @returns {PIXI.Ticker} This instance of a ticker
*/
Ticker.prototype.addOnce = function (fn, context, priority) {
if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; }
return this._addListener(new TickerListener(fn, context, priority, true));
};
/**
* Internally adds the event handler so that it can be sorted by priority.
* Priority allows certain handler (user, AnimatedSprite, Interaction) to be run
* before the rendering.
*
* @private
* @param {TickerListener} listener - Current listener being added.
* @returns {PIXI.Ticker} This instance of a ticker
*/
Ticker.prototype._addListener = function (listener) {
// For attaching to head
var current = this._head.next;
var previous = this._head;
// Add the first item
if (!current) {
listener.connect(previous);
}
else {
// Go from highest to lowest priority
while (current) {
if (listener.priority > current.priority) {
listener.connect(previous);
break;
}
previous = current;
current = current.next;
}
// Not yet connected
if (!listener.previous) {
listener.connect(previous);
}
}
this._startIfPossible();
return this;
};
/**
* Removes any handlers matching the function and context parameters.
* If no handlers are left after removing, then it cancels the animation frame.
*
* @param {Function} fn - The listener function to be removed
* @param {*} [context] - The listener context to be removed
* @returns {PIXI.Ticker} This instance of a ticker
*/
Ticker.prototype.remove = function (fn, context) {
var listener = this._head.next;
while (listener) {
// We found a match, lets remove it
// no break to delete all possible matches
// incase a listener was added 2+ times
if (listener.match(fn, context)) {
listener = listener.destroy();
}
else {
listener = listener.next;
}
}
if (!this._head.next) {
this._cancelIfNeeded();
}
return this;
};
Object.defineProperty(Ticker.prototype, "count", {
/**
* Counts the number of listeners on this ticker.
*
* @returns {number} The number of listeners on this ticker
*/
get: function () {
if (!this._head) {
return 0;
}
var count = 0;
var current = this._head;
while ((current = current.next)) {
count++;
}
return count;
},
enumerable: true,
configurable: true
});
/**
* Starts the ticker. If the ticker has listeners
* a new animation frame is requested at this point.
*/
Ticker.prototype.start = function () {
if (!this.started) {
this.started = true;
this._requestIfNeeded();
}
};
/**
* Stops the ticker. If the ticker has requested
* an animation frame it is canceled at this point.
*/
Ticker.prototype.stop = function () {
if (this.started) {
this.started = false;
this._cancelIfNeeded();
}
};
/**
* Destroy the ticker and don't use after this. Calling
* this method removes all references to internal events.
*/
Ticker.prototype.destroy = function () {
if (!this._protected) {
this.stop();
var listener = this._head.next;
while (listener) {
listener = listener.destroy(true);
}
this._head.destroy();
this._head = null;
}
};
/**
* Triggers an update. An update entails setting the
* current {@link PIXI.Ticker#elapsedMS},
* the current {@link PIXI.Ticker#deltaTime},
* invoking all listeners with current deltaTime,
* and then finally setting {@link PIXI.Ticker#lastTime}
* with the value of currentTime that was provided.
* This method will be called automatically by animation
* frame callbacks if the ticker instance has been started
* and listeners are added.
*
* @param {number} [currentTime=performance.now()] - the current time of execution
*/
Ticker.prototype.update = function (currentTime) {
if (currentTime === void 0) { currentTime = performance.now(); }
var elapsedMS;
// If the difference in time is zero or negative, we ignore most of the work done here.
// If there is no valid difference, then should be no reason to let anyone know about it.
// A zero delta, is exactly that, nothing should update.
//
// The difference in time can be negative, and no this does not mean time traveling.
// This can be the result of a race condition between when an animation frame is requested
// on the current JavaScript engine event loop, and when the ticker's start method is invoked
// (which invokes the internal _requestIfNeeded method). If a frame is requested before
// _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,
// can receive a time argument that can be less than the lastTime value that was set within
// _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.
//
// This check covers this browser engine timing issue, as well as if consumers pass an invalid
// currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.
if (currentTime > this.lastTime) {
// Save uncapped elapsedMS for measurement
elapsedMS = this.elapsedMS = currentTime - this.lastTime;
// cap the milliseconds elapsed used for deltaTime
if (elapsedMS > this._maxElapsedMS) {
elapsedMS = this._maxElapsedMS;
}
elapsedMS *= this.speed;
// If not enough time has passed, exit the function.
// Get ready for next frame by setting _lastFrame, but based on _minElapsedMS
// adjustment to ensure a relatively stable interval.
if (this._minElapsedMS) {
var delta = currentTime - this._lastFrame | 0;
if (delta < this._minElapsedMS) {
return;
}
this._lastFrame = currentTime - (delta % this._minElapsedMS);
}
this.deltaMS = elapsedMS;
this.deltaTime = this.deltaMS * settings.settings.TARGET_FPMS;
// Cache a local reference, in-case ticker is destroyed
// during the emit, we can still check for head.next
var head = this._head;
// Invoke listeners added to internal emitter
var listener = head.next;
while (listener) {
listener = listener.emit(this.deltaTime);
}
if (!head.next) {
this._cancelIfNeeded();
}
}
else {
this.deltaTime = this.deltaMS = this.elapsedMS = 0;
}
this.lastTime = currentTime;
};
Object.defineProperty(Ticker.prototype, "FPS", {
/**
* The frames per second at which this ticker is running.
* The default is approximately 60 in most modern browsers.
* **Note:** This does not factor in the value of
* {@link PIXI.Ticker#speed}, which is specific
* to scaling {@link PIXI.Ticker#deltaTime}.
*
* @member {number}
* @readonly
*/
get: function () {
return 1000 / this.elapsedMS;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Ticker.prototype, "minFPS", {
/**
* Manages the maximum amount of milliseconds allowed to
* elapse between invoking {@link PIXI.Ticker#update}.
* This value is used to cap {@link PIXI.Ticker#deltaTime},
* but does not effect the measured value of {@link PIXI.Ticker#FPS}.
* When setting this property it is clamped to a value between
* `0` and `PIXI.settings.TARGET_FPMS * 1000`.
*
* @member {number}
* @default 10
*/
get: function () {
return 1000 / this._maxElapsedMS;
},
set: function (fps) {
// Minimum must be below the maxFPS
var minFPS = Math.min(this.maxFPS, fps);
// Must be at least 0, but below 1 / settings.TARGET_FPMS
var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.settings.TARGET_FPMS);
this._maxElapsedMS = 1 / minFPMS;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Ticker.prototype, "maxFPS", {
/**
* Manages the minimum amount of milliseconds required to
* elapse between invoking {@link PIXI.Ticker#update}.
* This will effect the measured value of {@link PIXI.Ticker#FPS}.
* If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.
* Otherwise it will be at least `minFPS`
*
* @member {number}
* @default 0
*/
get: function () {
if (this._minElapsedMS) {
return Math.round(1000 / this._minElapsedMS);
}
return 0;
},
set: function (fps) {
if (fps === 0) {
this._minElapsedMS = 0;
}
else {
// Max must be at least the minFPS
var maxFPS = Math.max(this.minFPS, fps);
this._minElapsedMS = 1 / (maxFPS / 1000);
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(Ticker, "shared", {
/**
* The shared ticker instance used by {@link PIXI.AnimatedSprite} and by
* {@link PIXI.VideoResource} to update animation frames / video textures.
*
* It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.
*
* The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.
* Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.
*
* @example
* let ticker = PIXI.Ticker.shared;
* // Set this to prevent starting this ticker when listeners are added.
* // By default this is true only for the PIXI.Ticker.shared instance.
* ticker.autoStart = false;
* // FYI, call this to ensure the ticker is stopped. It should be stopped
* // if you have not attempted to render anything yet.
* ticker.stop();
* // Call this when you are ready for a running shared ticker.
* ticker.start();
*
* @example
* // You may use the shared ticker to render...
* let renderer = PIXI.autoDetectRenderer();
* let stage = new PIXI.Container();
* document.body.appendChild(renderer.view);
* ticker.add(function (time) {
* renderer.render(stage);
* });
*
* @example
* // Or you can just update it manually.
* ticker.autoStart = false;
* ticker.stop();
* function animate(time) {
* ticker.update(time);
* renderer.render(stage);
* requestAnimationFrame(animate);
* }
* animate(performance.now());
*
* @member {PIXI.Ticker}
* @static
*/
get: function () {
if (!Ticker._shared) {
var shared = Ticker._shared = new Ticker();
shared.autoStart = true;
shared._protected = true;
}
return Ticker._shared;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Ticker, "system", {
/**
* The system ticker instance used by {@link PIXI.interaction.InteractionManager} and by
* {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,
* unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.
*
* The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.
*
* @member {PIXI.Ticker}
* @static
*/
get: function () {
if (!Ticker._system) {
var system = Ticker._system = new Ticker();
system.autoStart = true;
system._protected = true;
}
return Ticker._system;
},
enumerable: true,
configurable: true
});
return Ticker;
}());
/**
* Middleware for for Application Ticker.
*
* @example
* import {TickerPlugin} from '@pixi/ticker';
* import {Application} from '@pixi/app';
* Application.registerPlugin(TickerPlugin);
*
* @class
* @memberof PIXI
*/
var TickerPlugin = /** @class */ (function () {
function TickerPlugin() {
}
/**
* Initialize the plugin with scope of application instance
*
* @static
* @private
* @param {object} [options] - See application options
*/
TickerPlugin.init = function (options) {
var _this = this;
// Set default
options = Object.assign({
autoStart: true,
sharedTicker: false,
}, options);
// Create ticker setter
Object.defineProperty(this, 'ticker', {
set: function (ticker) {
if (this._ticker) {
this._ticker.remove(this.render, this);
}
this._ticker = ticker;
if (ticker) {
ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW);
}
},
get: function () {
return this._ticker;
},
});
/**
* Convenience method for stopping the render.
*
* @method PIXI.Application#stop
*/
this.stop = function () {
_this._ticker.stop();
};
/**
* Convenience method for starting the render.
*
* @method PIXI.Application#start
*/
this.start = function () {
_this._ticker.start();
};
/**
* Internal reference to the ticker.
*
* @type {PIXI.Ticker}
* @name _ticker
* @memberof PIXI.Application#
* @private
*/
this._ticker = null;
/**
* Ticker for doing render updates.
*
* @type {PIXI.Ticker}
* @name ticker
* @memberof PIXI.Application#
* @default PIXI.Ticker.shared
*/
this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();
// Start the rendering
if (options.autoStart) {
this.start();
}
};
/**
* Clean up the ticker, scoped to application.
*
* @static
* @private
*/
TickerPlugin.destroy = function () {
if (this._ticker) {
var oldTicker = this._ticker;
this.ticker = null;
oldTicker.destroy();
}
};
return TickerPlugin;
}());
exports.Ticker = Ticker;
exports.TickerPlugin = TickerPlugin;
},{"@pixi/settings":31}],39:[function(require,module,exports){
/*!
* @pixi/utils - v5.2.1
* Compiled Tue, 28 Jan 2020 23:33:11 UTC
*
* @pixi/utils is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license
*/
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
function _interopDefault (ex) { return (ex && (typeof ex === 'object') && 'default' in ex) ? ex['default'] : ex; }
var settings = require('@pixi/settings');
var eventemitter3 = _interopDefault(require('eventemitter3'));
var earcut = _interopDefault(require('earcut'));
var _url = require('url');
var _url__default = _interopDefault(_url);
var constants = require('@pixi/constants');
/**
* The prefix that denotes a URL is for a retina asset.
*
* @static
* @name RETINA_PREFIX
* @memberof PIXI.settings
* @type {RegExp}
* @default /@([0-9\.]+)x/
* @example `@2x`
*/
settings.settings.RETINA_PREFIX = /@([0-9\.]+)x/;
/**
* Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.
* For most scenarios this should be left as true, as otherwise the user may have a poor experience.
* However, it can be useful to disable under certain scenarios, such as headless unit tests.
*
* @static
* @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT
* @memberof PIXI.settings
* @type {boolean}
* @default true
*/
settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = true;
var saidHello = false;
var VERSION = '5.2.1';
/**
* Skips the hello message of renderers that are created after this is run.
*
* @function skipHello
* @memberof PIXI.utils
*/
function skipHello() {
saidHello = true;
}
/**
* Logs out the version and renderer information for this running instance of PIXI.
* If you don't want to see this message you can run `PIXI.utils.skipHello()` before
* creating your renderer. Keep in mind that doing that will forever make you a jerk face.
*
* @static
* @function sayHello
* @memberof PIXI.utils
* @param {string} type - The string renderer type to log.
*/
function sayHello(type) {
var _a;
if (saidHello) {
return;
}
if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {
var args = [
"\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n",
'background: #ff66a5; padding:5px 0;',
'background: #ff66a5; padding:5px 0;',
'color: #ff66a5; background: #030307; padding:5px 0;',
'background: #ff66a5; padding:5px 0;',
'background: #ffc3dc; padding:5px 0;',
'background: #ff66a5; padding:5px 0;',
'color: #ff2424; background: #fff; padding:5px 0;',
'color: #ff2424; background: #fff; padding:5px 0;',
'color: #ff2424; background: #fff; padding:5px 0;' ];
(_a = window.console).log.apply(_a, args);
}
else if (window.console) {
window.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/");
}
saidHello = true;
}
var supported;
/**
* Helper for checking for WebGL support.
*
* @memberof PIXI.utils
* @function isWebGLSupported
* @return {boolean} Is WebGL supported.
*/
function isWebGLSupported() {
if (typeof supported === 'undefined') {
supported = (function supported() {
var contextOptions = {
stencil: true,
failIfMajorPerformanceCaveat: settings.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,
};
try {
if (!window.WebGLRenderingContext) {
return false;
}
var canvas = document.createElement('canvas');
var gl = (canvas.getContext('webgl', contextOptions)
|| canvas.getContext('experimental-webgl', contextOptions));
var success = !!(gl && gl.getContextAttributes().stencil);
if (gl) {
var loseContext = gl.getExtension('WEBGL_lose_context');
if (loseContext) {
loseContext.loseContext();
}
}
gl = null;
return success;
}
catch (e) {
return false;
}
})();
}
return supported;
}
/**
* Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).
*
* @example
* PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]
* @memberof PIXI.utils
* @function hex2rgb
* @param {number} hex - The hexadecimal number to convert
* @param {number[]} [out=[]] If supplied, this array will be used rather than returning a new one
* @return {number[]} An array representing the [R, G, B] of the color where all values are floats.
*/
function hex2rgb(hex, out) {
out = out || [];
out[0] = ((hex >> 16) & 0xFF) / 255;
out[1] = ((hex >> 8) & 0xFF) / 255;
out[2] = (hex & 0xFF) / 255;
return out;
}
/**
* Converts a hexadecimal color number to a string.
*
* @example
* PIXI.utils.hex2string(0xffffff); // returns "#ffffff"
* @memberof PIXI.utils
* @function hex2string
* @param {number} hex - Number in hex (e.g., `0xffffff`)
* @return {string} The string color (e.g., `"#ffffff"`).
*/
function hex2string(hex) {
var hexString = hex.toString(16);
hexString = '000000'.substr(0, 6 - hexString.length) + hexString;
return "#" + hexString;
}
/**
* Converts a hexadecimal string to a hexadecimal color number.
*
* @example
* PIXI.utils.string2hex("#ffffff"); // returns 0xffffff
* @memberof PIXI.utils
* @function string2hex
* @param {string} The string color (e.g., `"#ffffff"`)
* @return {number} Number in hexadecimal.
*/
function string2hex(string) {
if (typeof string === 'string' && string[0] === '#') {
string = string.substr(1);
}
return parseInt(string, 16);
}
/**
* Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.
*
* @example
* PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff
* @memberof PIXI.utils
* @function rgb2hex
* @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.
* @return {number} Number in hexadecimal.
*/
function rgb2hex(rgb) {
return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));
}
/**
* Corrects PixiJS blend, takes premultiplied alpha into account
*
* @memberof PIXI.utils
* @function mapPremultipliedBlendModes
* @private
* @return {Array} Mapped modes.
*/
function mapPremultipliedBlendModes() {
var pm = [];
var npm = [];
for (var i = 0; i < 32; i++) {
pm[i] = i;
npm[i] = i;
}
pm[constants.BLEND_MODES.NORMAL_NPM] = constants.BLEND_MODES.NORMAL;
pm[constants.BLEND_MODES.ADD_NPM] = constants.BLEND_MODES.ADD;
pm[constants.BLEND_MODES.SCREEN_NPM] = constants.BLEND_MODES.SCREEN;
npm[constants.BLEND_MODES.NORMAL] = constants.BLEND_MODES.NORMAL_NPM;
npm[constants.BLEND_MODES.ADD] = constants.BLEND_MODES.ADD_NPM;
npm[constants.BLEND_MODES.SCREEN] = constants.BLEND_MODES.SCREEN_NPM;
var array = [];
array.push(npm);
array.push(pm);
return array;
}
/**
* maps premultiply flag and blendMode to adjusted blendMode
* @memberof PIXI.utils
* @const premultiplyBlendMode
* @type {Array}
*/
var premultiplyBlendMode = mapPremultipliedBlendModes();
/**
* changes blendMode according to texture format
*
* @memberof PIXI.utils
* @function correctBlendMode
* @param {number} blendMode supposed blend mode
* @param {boolean} premultiplied whether source is premultiplied
* @returns {number} true blend mode for this texture
*/
function correctBlendMode(blendMode, premultiplied) {
return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];
}
/**
* combines rgb and alpha to out array
*
* @memberof PIXI.utils
* @function premultiplyRgba
* @param {Float32Array|number[]} rgb input rgb
* @param {number} alpha alpha param
* @param {Float32Array} [out] output
* @param {boolean} [premultiply=true] do premultiply it
* @returns {Float32Array} vec4 rgba
*/
function premultiplyRgba(rgb, alpha, out, premultiply) {
out = out || new Float32Array(4);
if (premultiply || premultiply === undefined) {
out[0] = rgb[0] * alpha;
out[1] = rgb[1] * alpha;
out[2] = rgb[2] * alpha;
}
else {
out[0] = rgb[0];
out[1] = rgb[1];
out[2] = rgb[2];
}
out[3] = alpha;
return out;
}
/**
* premultiplies tint
*
* @memberof PIXI.utils
* @function premultiplyTint
* @param {number} tint integer RGB
* @param {number} alpha floating point alpha (0.0-1.0)
* @returns {number} tint multiplied by alpha
*/
function premultiplyTint(tint, alpha) {
if (alpha === 1.0) {
return (alpha * 255 << 24) + tint;
}
if (alpha === 0.0) {
return 0;
}
var R = ((tint >> 16) & 0xFF);
var G = ((tint >> 8) & 0xFF);
var B = (tint & 0xFF);
R = ((R * alpha) + 0.5) | 0;
G = ((G * alpha) + 0.5) | 0;
B = ((B * alpha) + 0.5) | 0;
return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;
}
/**
* converts integer tint and float alpha to vec4 form, premultiplies by default
*
* @memberof PIXI.utils
* @function premultiplyTintToRgba
* @param {number} tint input tint
* @param {number} alpha alpha param
* @param {Float32Array} [out] output
* @param {boolean} [premultiply=true] do premultiply it
* @returns {Float32Array} vec4 rgba
*/
function premultiplyTintToRgba(tint, alpha, out, premultiply) {
out = out || new Float32Array(4);
out[0] = ((tint >> 16) & 0xFF) / 255.0;
out[1] = ((tint >> 8) & 0xFF) / 255.0;
out[2] = (tint & 0xFF) / 255.0;
if (premultiply || premultiply === undefined) {
out[0] *= alpha;
out[1] *= alpha;
out[2] *= alpha;
}
out[3] = alpha;
return out;
}
/**
* Generic Mask Stack data structure
*
* @memberof PIXI.utils
* @function createIndicesForQuads
* @param {number} size - Number of quads
* @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`
* @return {Uint16Array|Uint32Array} - Resulting index buffer
*/
function createIndicesForQuads(size, outBuffer) {
if (outBuffer === void 0) { outBuffer = null; }
// the total number of indices in our array, there are 6 points per quad.
var totalIndices = size * 6;
outBuffer = outBuffer || new Uint16Array(totalIndices);
if (outBuffer.length !== totalIndices) {
throw new Error("Out buffer length is incorrect, got " + outBuffer.length + " and expected " + totalIndices);
}
// fill the indices with the quads to draw
for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) {
outBuffer[i + 0] = j + 0;
outBuffer[i + 1] = j + 1;
outBuffer[i + 2] = j + 2;
outBuffer[i + 3] = j + 0;
outBuffer[i + 4] = j + 2;
outBuffer[i + 5] = j + 3;
}
return outBuffer;
}
function getBufferType(array) {
if (array.BYTES_PER_ELEMENT === 4) {
if (array instanceof Float32Array) {
return 'Float32Array';
}
else if (array instanceof Uint32Array) {
return 'Uint32Array';
}
return 'Int32Array';
}
else if (array.BYTES_PER_ELEMENT === 2) {
if (array instanceof Uint16Array) {
return 'Uint16Array';
}
}
else if (array.BYTES_PER_ELEMENT === 1) {
if (array instanceof Uint8Array) {
return 'Uint8Array';
}
}
// TODO map out the rest of the array elements!
return null;
}
/* eslint-disable object-shorthand */
var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };
function interleaveTypedArrays(arrays, sizes) {
var outSize = 0;
var stride = 0;
var views = {};
for (var i = 0; i < arrays.length; i++) {
stride += sizes[i];
outSize += arrays[i].length;
}
var buffer = new ArrayBuffer(outSize * 4);
var out = null;
var littleOffset = 0;
for (var i = 0; i < arrays.length; i++) {
var size = sizes[i];
var array = arrays[i];
/*
@todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way
or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?
*/
var type = getBufferType(array);
if (!views[type]) {
views[type] = new map[type](buffer);
}
out = views[type];
for (var j = 0; j < array.length; j++) {
var indexStart = ((j / size | 0) * stride) + littleOffset;
var index = j % size;
out[indexStart + index] = array[j];
}
littleOffset += size;
}
return new Float32Array(buffer);
}
// Taken from the bit-twiddle package
/**
* Rounds to next power of two.
*
* @function nextPow2
* @memberof PIXI.utils
* @param {number} v input value
* @return {number}
*/
function nextPow2(v) {
v += v === 0 ? 1 : 0;
--v;
v |= v >>> 1;
v |= v >>> 2;
v |= v >>> 4;
v |= v >>> 8;
v |= v >>> 16;
return v + 1;
}
/**
* Checks if a number is a power of two.
*
* @function isPow2
* @memberof PIXI.utils
* @param {number} v input value
* @return {boolean} `true` if value is power of two
*/
function isPow2(v) {
return !(v & (v - 1)) && (!!v);
}
/**
* Computes ceil of log base 2
*
* @function log2
* @memberof PIXI.utils
* @param {number} v input value
* @return {number} logarithm base 2
*/
function log2(v) {
var r = (v > 0xFFFF ? 1 : 0) << 4;
v >>>= r;
var shift = (v > 0xFF ? 1 : 0) << 3;
v >>>= shift;
r |= shift;
shift = (v > 0xF ? 1 : 0) << 2;
v >>>= shift;
r |= shift;
shift = (v > 0x3 ? 1 : 0) << 1;
v >>>= shift;
r |= shift;
return r | (v >> 1);
}
/**
* Remove items from a javascript array without generating garbage
*
* @function removeItems
* @memberof PIXI.utils
* @param {Array} arr Array to remove elements from
* @param {number} startIdx starting index
* @param {number} removeCount how many to remove
*/
function removeItems(arr, startIdx, removeCount) {
var length = arr.length;
var i;
if (startIdx >= length || removeCount === 0) {
return;
}
removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);
var len = length - removeCount;
for (i = startIdx; i < len; ++i) {
arr[i] = arr[i + removeCount];
}
arr.length = len;
}
/**
* Returns sign of number
*
* @memberof PIXI.utils
* @function sign
* @param {number} n - the number to check the sign of
* @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive
*/
function sign(n) {
if (n === 0)
{ return 0; }
return n < 0 ? -1 : 1;
}
var nextUid = 0;
/**
* Gets the next unique identifier
*
* @memberof PIXI.utils
* @function uid
* @return {number} The next unique identifier to use.
*/
function uid() {
return ++nextUid;
}
// A map of warning messages already fired
var warnings = {};
/**
* Helper for warning developers about deprecated features & settings.
* A stack track for warnings is given; useful for tracking-down where
* deprecated methods/properties/classes are being used within the code.
*
* @memberof PIXI.utils
* @function deprecation
* @param {string} version - The version where the feature became deprecated
* @param {string} message - Message should include what is deprecated, where, and the new solution
* @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack
* this is mostly to ignore internal deprecation calls.
*/
function deprecation(version, message, ignoreDepth) {
if (ignoreDepth === void 0) { ignoreDepth = 3; }
// Ignore duplicat
if (warnings[message]) {
return;
}
/* eslint-disable no-console */
var stack = new Error().stack;
// Handle IE < 10 and Safari < 6
if (typeof stack === 'undefined') {
console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version);
}
else {
// chop off the stack trace which includes PixiJS internal calls
stack = stack.split('\n').splice(ignoreDepth).join('\n');
if (console.groupCollapsed) {
console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version);
console.warn(stack);
console.groupEnd();
}
else {
console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version);
console.warn(stack);
}
}
/* eslint-enable no-console */
warnings[message] = true;
}
/**
* @todo Describe property usage
*
* @static
* @name ProgramCache
* @memberof PIXI.utils
* @type {Object}
*/
var ProgramCache = {};
/**
* @todo Describe property usage
*
* @static
* @name TextureCache
* @memberof PIXI.utils
* @type {Object}
*/
var TextureCache = Object.create(null);
/**
* @todo Describe property usage
*
* @static
* @name BaseTextureCache
* @memberof PIXI.utils
* @type {Object}
*/
var BaseTextureCache = Object.create(null);
/**
* Destroys all texture in the cache
*
* @memberof PIXI.utils
* @function destroyTextureCache
*/
function destroyTextureCache() {
var key;
for (key in TextureCache) {
TextureCache[key].destroy();
}
for (key in BaseTextureCache) {
BaseTextureCache[key].destroy();
}
}
/**
* Removes all textures from cache, but does not destroy them
*
* @memberof PIXI.utils
* @function clearTextureCache
*/
function clearTextureCache() {
var key;
for (key in TextureCache) {
delete TextureCache[key];
}
for (key in BaseTextureCache) {
delete BaseTextureCache[key];
}
}
/**
* Creates a Canvas element of the given size to be used as a target for rendering to.
*
* @class
* @memberof PIXI.utils
*/
var CanvasRenderTarget = /** @class */ (function () {
/**
* @param {number} width - the width for the newly created canvas
* @param {number} height - the height for the newly created canvas
* @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas
*/
function CanvasRenderTarget(width, height, resolution) {
/**
* The Canvas object that belongs to this CanvasRenderTarget.
*
* @member {HTMLCanvasElement}
*/
this.canvas = document.createElement('canvas');
/**
* A CanvasRenderingContext2D object representing a two-dimensional rendering context.
*
* @member {CanvasRenderingContext2D}
*/
this.context = this.canvas.getContext('2d');
this.resolution = resolution || settings.settings.RESOLUTION;
this.resize(width, height);
}
/**
* Clears the canvas that was created by the CanvasRenderTarget class.
*
* @private
*/
CanvasRenderTarget.prototype.clear = function () {
this.context.setTransform(1, 0, 0, 1, 0, 0);
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
};
/**
* Resizes the canvas to the specified width and height.
*
* @param {number} width - the new width of the canvas
* @param {number} height - the new height of the canvas
*/
CanvasRenderTarget.prototype.resize = function (width, height) {
this.canvas.width = width * this.resolution;
this.canvas.height = height * this.resolution;
};
/**
* Destroys this canvas.
*
*/
CanvasRenderTarget.prototype.destroy = function () {
this.context = null;
this.canvas = null;
};
Object.defineProperty(CanvasRenderTarget.prototype, "width", {
/**
* The width of the canvas buffer in pixels.
*
* @member {number}
*/
get: function () {
return this.canvas.width;
},
set: function (val) {
this.canvas.width = val;
},
enumerable: true,
configurable: true
});
Object.defineProperty(CanvasRenderTarget.prototype, "height", {
/**
* The height of the canvas buffer in pixels.
*
* @member {number}
*/
get: function () {
return this.canvas.height;
},
set: function (val) {
this.canvas.height = val;
},
enumerable: true,
configurable: true
});
return CanvasRenderTarget;
}());
/**
* Trim transparent borders from a canvas
*
* @memberof PIXI.utils
* @function trimCanvas
* @param {HTMLCanvasElement} canvas - the canvas to trim
* @returns {object} Trim data
*/
function trimCanvas(canvas) {
// https://gist.github.com/remy/784508
var width = canvas.width;
var height = canvas.height;
var context = canvas.getContext('2d');
var imageData = context.getImageData(0, 0, width, height);
var pixels = imageData.data;
var len = pixels.length;
var bound = {
top: null,
left: null,
right: null,
bottom: null,
};
var data = null;
var i;
var x;
var y;
for (i = 0; i < len; i += 4) {
if (pixels[i + 3] !== 0) {
x = (i / 4) % width;
y = ~~((i / 4) / width);
if (bound.top === null) {
bound.top = y;
}
if (bound.left === null) {
bound.left = x;
}
else if (x < bound.left) {
bound.left = x;
}
if (bound.right === null) {
bound.right = x + 1;
}
else if (bound.right < x) {
bound.right = x + 1;
}
if (bound.bottom === null) {
bound.bottom = y;
}
else if (bound.bottom < y) {
bound.bottom = y;
}
}
}
if (bound.top !== null) {
width = bound.right - bound.left;
height = bound.bottom - bound.top + 1;
data = context.getImageData(bound.left, bound.top, width, height);
}
return {
height: height,
width: width,
data: data,
};
}
/**
* Regexp for data URI.
* Based on: {@link https://github.com/ragingwind/data-uri-regex}
*
* @static
* @constant {RegExp|string} DATA_URI
* @memberof PIXI
* @example data:image/png;base64
*/
var DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;charset=([\w-]+))?(?:;(base64))?,(.*)/i;
/**
* @memberof PIXI.utils
* @interface DecomposedDataUri
*/
/**
* type, eg. `image`
* @memberof PIXI.utils.DecomposedDataUri#
* @member {string} mediaType
*/
/**
* Sub type, eg. `png`
* @memberof PIXI.utils.DecomposedDataUri#
* @member {string} subType
*/
/**
* @memberof PIXI.utils.DecomposedDataUri#
* @member {string} charset
*/
/**
* Data encoding, eg. `base64`
* @memberof PIXI.utils.DecomposedDataUri#
* @member {string} encoding
*/
/**
* The actual data
* @memberof PIXI.utils.DecomposedDataUri#
* @member {string} data
*/
/**
* Split a data URI into components. Returns undefined if
* parameter `dataUri` is not a valid data URI.
*
* @memberof PIXI.utils
* @function decomposeDataUri
* @param {string} dataUri - the data URI to check
* @return {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined
*/
function decomposeDataUri(dataUri) {
var dataUriMatch = DATA_URI.exec(dataUri);
if (dataUriMatch) {
return {
mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,
subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,
charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,
encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,
data: dataUriMatch[5],
};
}
return undefined;
}
var tempAnchor;
/**
* Sets the `crossOrigin` property for this resource based on if the url
* for this resource is cross-origin. If crossOrigin was manually set, this
* function does nothing.
* Nipped from the resource loader!
*
* @ignore
* @param {string} url - The url to test.
* @param {object} [loc=window.location] - The location object to test against.
* @return {string} The crossOrigin value to use (or empty string for none).
*/
function determineCrossOrigin(url, loc) {
if (loc === void 0) { loc = window.location; }
// data: and javascript: urls are considered same-origin
if (url.indexOf('data:') === 0) {
return '';
}
// default is window.location
loc = loc || window.location;
if (!tempAnchor) {
tempAnchor = document.createElement('a');
}
// let the browser determine the full href for the url of this resource and then
// parse with the node url lib, we can't use the properties of the anchor element
// because they don't work in IE9 :(
tempAnchor.href = url;
var parsedUrl = _url.parse(tempAnchor.href);
var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);
// if cross origin
if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {
return 'anonymous';
}
return '';
}
/**
* get the resolution / device pixel ratio of an asset by looking for the prefix
* used by spritesheets and image urls
*
* @memberof PIXI.utils
* @function getResolutionOfUrl
* @param {string} url - the image path
* @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.
* @return {number} resolution / device pixel ratio of an asset
*/
function getResolutionOfUrl(url, defaultValue) {
var resolution = settings.settings.RETINA_PREFIX.exec(url);
if (resolution) {
return parseFloat(resolution[1]);
}
return defaultValue !== undefined ? defaultValue : 1;
}
/**
* Generalized convenience utilities for PIXI.
* @example
* // Extend PIXI's internal Event Emitter.
* class MyEmitter extends PIXI.utils.EventEmitter {
* constructor() {
* super();
* console.log("Emitter created!");
* }
* }
*
* // Get info on current device
* console.log(PIXI.utils.isMobile);
*
* // Convert hex color to string
* console.log(PIXI.utils.hex2string(0xff00ff)); // returns: "#ff00ff"
* @namespace PIXI.utils
*/
Object.defineProperty(exports, 'isMobile', {
enumerable: true,
get: function () {
return settings.isMobile;
}
});
exports.EventEmitter = eventemitter3;
exports.earcut = earcut;
exports.url = _url__default;
exports.BaseTextureCache = BaseTextureCache;
exports.CanvasRenderTarget = CanvasRenderTarget;
exports.DATA_URI = DATA_URI;
exports.ProgramCache = ProgramCache;
exports.TextureCache = TextureCache;
exports.clearTextureCache = clearTextureCache;
exports.correctBlendMode = correctBlendMode;
exports.createIndicesForQuads = createIndicesForQuads;
exports.decomposeDataUri = decomposeDataUri;
exports.deprecation = deprecation;
exports.destroyTextureCache = destroyTextureCache;
exports.determineCrossOrigin = determineCrossOrigin;
exports.getBufferType = getBufferType;
exports.getResolutionOfUrl = getResolutionOfUrl;
exports.hex2rgb = hex2rgb;
exports.hex2string = hex2string;
exports.interleaveTypedArrays = interleaveTypedArrays;
exports.isPow2 = isPow2;
exports.isWebGLSupported = isWebGLSupported;
exports.log2 = log2;
exports.nextPow2 = nextPow2;
exports.premultiplyBlendMode = premultiplyBlendMode;
exports.premultiplyRgba = premultiplyRgba;
exports.premultiplyTint = premultiplyTint;
exports.premultiplyTintToRgba = premultiplyTintToRgba;
exports.removeItems = removeItems;
exports.rgb2hex = rgb2hex;
exports.sayHello = sayHello;
exports.sign = sign;
exports.skipHello = skipHello;
exports.string2hex = string2hex;
exports.trimCanvas = trimCanvas;
exports.uid = uid;
},{"@pixi/constants":6,"@pixi/settings":31,"earcut":51,"eventemitter3":53,"url":396}],40:[function(require,module,exports){
/**
* Extend function
* ================
*
* Function used to push a bunch of values into an array at once.
*
* Its strategy is to mutate target array's length then setting the new indices
* to be the values to add.
*
* A benchmark proved that it is faster than the following strategies:
* 1) `array.push.apply(array, values)`.
* 2) A loop of pushes.
* 3) `array = array.concat(values)`, obviously.
*
* Intuitively, this is correct because when adding a lot of elements, the
* chosen strategies does not need to handle the `arguments` object to
* execute #.apply's variadicity and because the array know its final length
* at the beginning, avoiding potential multiple reallocations of the underlying
* contiguous array. Some engines may be able to optimize the loop of push
* operations but empirically they don't seem to do so.
*/
/**
* Extends the target array with the given values.
*
* @param {array} array - Target array.
* @param {array} values - Values to add.
*/
module.exports = function extend(array, values) {
var l2 = values.length;
if (l2 === 0)
return;
var l1 = array.length;
array.length += l2;
for (var i = 0; i < l2; i++)
array[l1 + i] = values[i];
};
},{}],41:[function(require,module,exports){
'use strict'
exports.byteLength = byteLength
exports.toByteArray = toByteArray
exports.fromByteArray = fromByteArray
var lookup = []
var revLookup = []
var Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array
var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
for (var i = 0, len = code.length; i < len; ++i) {
lookup[i] = code[i]
revLookup[code.charCodeAt(i)] = i
}
// Support decoding URL-safe base64 strings, as Node.js does.
// See: https://en.wikipedia.org/wiki/Base64#URL_applications
revLookup['-'.charCodeAt(0)] = 62
revLookup['_'.charCodeAt(0)] = 63
function getLens (b64) {
var len = b64.length
if (len % 4 > 0) {
throw new Error('Invalid string. Length must be a multiple of 4')
}
// Trim off extra bytes after placeholder bytes are found
// See: https://github.com/beatgammit/base64-js/issues/42
var validLen = b64.indexOf('=')
if (validLen === -1) validLen = len
var placeHoldersLen = validLen === len
? 0
: 4 - (validLen % 4)
return [validLen, placeHoldersLen]
}
// base64 is 4/3 + up to two characters of the original data
function byteLength (b64) {
var lens = getLens(b64)
var validLen = lens[0]
var placeHoldersLen = lens[1]
return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen
}
function _byteLength (b64, validLen, placeHoldersLen) {
return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen
}
function toByteArray (b64) {
var tmp
var lens = getLens(b64)
var validLen = lens[0]
var placeHoldersLen = lens[1]
var arr = new Arr(_byteLength(b64, validLen, placeHoldersLen))
var curByte = 0
// if there are placeholders, only get up to the last complete 4 chars
var len = placeHoldersLen > 0
? validLen - 4
: validLen
var i
for (i = 0; i < len; i += 4) {
tmp =
(revLookup[b64.charCodeAt(i)] << 18) |
(revLookup[b64.charCodeAt(i + 1)] << 12) |
(revLookup[b64.charCodeAt(i + 2)] << 6) |
revLookup[b64.charCodeAt(i + 3)]
arr[curByte++] = (tmp >> 16) & 0xFF
arr[curByte++] = (tmp >> 8) & 0xFF
arr[curByte++] = tmp & 0xFF
}
if (placeHoldersLen === 2) {
tmp =
(revLookup[b64.charCodeAt(i)] << 2) |
(revLookup[b64.charCodeAt(i + 1)] >> 4)
arr[curByte++] = tmp & 0xFF
}
if (placeHoldersLen === 1) {
tmp =
(revLookup[b64.charCodeAt(i)] << 10) |
(revLookup[b64.charCodeAt(i + 1)] << 4) |
(revLookup[b64.charCodeAt(i + 2)] >> 2)
arr[curByte++] = (tmp >> 8) & 0xFF
arr[curByte++] = tmp & 0xFF
}
return arr
}
function tripletToBase64 (num) {
return lookup[num >> 18 & 0x3F] +
lookup[num >> 12 & 0x3F] +
lookup[num >> 6 & 0x3F] +
lookup[num & 0x3F]
}
function encodeChunk (uint8, start, end) {
var tmp
var output = []
for (var i = start; i < end; i += 3) {
tmp =
((uint8[i] << 16) & 0xFF0000) +
((uint8[i + 1] << 8) & 0xFF00) +
(uint8[i + 2] & 0xFF)
output.push(tripletToBase64(tmp))
}
return output.join('')
}
function fromByteArray (uint8) {
var tmp
var len = uint8.length
var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes
var parts = []
var maxChunkLength = 16383 // must be multiple of 3
// go through the array every three bytes, we'll deal with trailing stuff later
for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {
parts.push(encodeChunk(
uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)
))
}
// pad the end with zeros, but make sure to not forget the extra bytes
if (extraBytes === 1) {
tmp = uint8[len - 1]
parts.push(
lookup[tmp >> 2] +
lookup[(tmp << 4) & 0x3F] +
'=='
)
} else if (extraBytes === 2) {
tmp = (uint8[len - 2] << 8) + uint8[len - 1]
parts.push(
lookup[tmp >> 10] +
lookup[(tmp >> 4) & 0x3F] +
lookup[(tmp << 2) & 0x3F] +
'='
)
}
return parts.join('')
}
},{}],42:[function(require,module,exports){
},{}],43:[function(require,module,exports){
(function (global){
/*! https://mths.be/punycode v1.4.1 by @mathias */
;(function(root) {
/** Detect free variables */
var freeExports = typeof exports == 'object' && exports &&
!exports.nodeType && exports;
var freeModule = typeof module == 'object' && module &&
!module.nodeType && module;
var freeGlobal = typeof global == 'object' && global;
if (
freeGlobal.global === freeGlobal ||
freeGlobal.window === freeGlobal ||
freeGlobal.self === freeGlobal
) {
root = freeGlobal;
}
/**
* The `punycode` object.
* @name punycode
* @type Object
*/
var punycode,
/** Highest positive signed 32-bit float value */
maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1
/** Bootstring parameters */
base = 36,
tMin = 1,
tMax = 26,
skew = 38,
damp = 700,
initialBias = 72,
initialN = 128, // 0x80
delimiter = '-', // '\x2D'
/** Regular expressions */
regexPunycode = /^xn--/,
regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars
regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators
/** Error messages */
errors = {
'overflow': 'Overflow: input needs wider integers to process',
'not-basic': 'Illegal input >= 0x80 (not a basic code point)',
'invalid-input': 'Invalid input'
},
/** Convenience shortcuts */
baseMinusTMin = base - tMin,
floor = Math.floor,
stringFromCharCode = String.fromCharCode,
/** Temporary variable */
key;
/*--------------------------------------------------------------------------*/
/**
* A generic error utility function.
* @private
* @param {String} type The error type.
* @returns {Error} Throws a `RangeError` with the applicable error message.
*/
function error(type) {
throw new RangeError(errors[type]);
}
/**
* A generic `Array#map` utility function.
* @private
* @param {Array} array The array to iterate over.
* @param {Function} callback The function that gets called for every array
* item.
* @returns {Array} A new array of values returned by the callback function.
*/
function map(array, fn) {
var length = array.length;
var result = [];
while (length--) {
result[length] = fn(array[length]);
}
return result;
}
/**
* A simple `Array#map`-like wrapper to work with domain name strings or email
* addresses.
* @private
* @param {String} domain The domain name or email address.
* @param {Function} callback The function that gets called for every
* character.
* @returns {Array} A new string of characters returned by the callback
* function.
*/
function mapDomain(string, fn) {
var parts = string.split('@');
var result = '';
if (parts.length > 1) {
// In email addresses, only the domain name should be punycoded. Leave
// the local part (i.e. everything up to `@`) intact.
result = parts[0] + '@';
string = parts[1];
}
// Avoid `split(regex)` for IE8 compatibility. See #17.
string = string.replace(regexSeparators, '\x2E');
var labels = string.split('.');
var encoded = map(labels, fn).join('.');
return result + encoded;
}
/**
* Creates an array containing the numeric code points of each Unicode
* character in the string. While JavaScript uses UCS-2 internally,
* this function will convert a pair of surrogate halves (each of which
* UCS-2 exposes as separate characters) into a single code point,
* matching UTF-16.
* @see `punycode.ucs2.encode`
* @see
* @memberOf punycode.ucs2
* @name decode
* @param {String} string The Unicode input string (UCS-2).
* @returns {Array} The new array of code points.
*/
function ucs2decode(string) {
var output = [],
counter = 0,
length = string.length,
value,
extra;
while (counter < length) {
value = string.charCodeAt(counter++);
if (value >= 0xD800 && value <= 0xDBFF && counter < length) {
// high surrogate, and there is a next character
extra = string.charCodeAt(counter++);
if ((extra & 0xFC00) == 0xDC00) { // low surrogate
output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);
} else {
// unmatched surrogate; only append this code unit, in case the next
// code unit is the high surrogate of a surrogate pair
output.push(value);
counter--;
}
} else {
output.push(value);
}
}
return output;
}
/**
* Creates a string based on an array of numeric code points.
* @see `punycode.ucs2.decode`
* @memberOf punycode.ucs2
* @name encode
* @param {Array} codePoints The array of numeric code points.
* @returns {String} The new Unicode string (UCS-2).
*/
function ucs2encode(array) {
return map(array, function(value) {
var output = '';
if (value > 0xFFFF) {
value -= 0x10000;
output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);
value = 0xDC00 | value & 0x3FF;
}
output += stringFromCharCode(value);
return output;
}).join('');
}
/**
* Converts a basic code point into a digit/integer.
* @see `digitToBasic()`
* @private
* @param {Number} codePoint The basic numeric code point value.
* @returns {Number} The numeric value of a basic code point (for use in
* representing integers) in the range `0` to `base - 1`, or `base` if
* the code point does not represent a value.
*/
function basicToDigit(codePoint) {
if (codePoint - 48 < 10) {
return codePoint - 22;
}
if (codePoint - 65 < 26) {
return codePoint - 65;
}
if (codePoint - 97 < 26) {
return codePoint - 97;
}
return base;
}
/**
* Converts a digit/integer into a basic code point.
* @see `basicToDigit()`
* @private
* @param {Number} digit The numeric value of a basic code point.
* @returns {Number} The basic code point whose value (when used for
* representing integers) is `digit`, which needs to be in the range
* `0` to `base - 1`. If `flag` is non-zero, the uppercase form is
* used; else, the lowercase form is used. The behavior is undefined
* if `flag` is non-zero and `digit` has no uppercase form.
*/
function digitToBasic(digit, flag) {
// 0..25 map to ASCII a..z or A..Z
// 26..35 map to ASCII 0..9
return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);
}
/**
* Bias adaptation function as per section 3.4 of RFC 3492.
* https://tools.ietf.org/html/rfc3492#section-3.4
* @private
*/
function adapt(delta, numPoints, firstTime) {
var k = 0;
delta = firstTime ? floor(delta / damp) : delta >> 1;
delta += floor(delta / numPoints);
for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {
delta = floor(delta / baseMinusTMin);
}
return floor(k + (baseMinusTMin + 1) * delta / (delta + skew));
}
/**
* Converts a Punycode string of ASCII-only symbols to a string of Unicode
* symbols.
* @memberOf punycode
* @param {String} input The Punycode string of ASCII-only symbols.
* @returns {String} The resulting string of Unicode symbols.
*/
function decode(input) {
// Don't use UCS-2
var output = [],
inputLength = input.length,
out,
i = 0,
n = initialN,
bias = initialBias,
basic,
j,
index,
oldi,
w,
k,
digit,
t,
/** Cached calculation results */
baseMinusT;
// Handle the basic code points: let `basic` be the number of input code
// points before the last delimiter, or `0` if there is none, then copy
// the first basic code points to the output.
basic = input.lastIndexOf(delimiter);
if (basic < 0) {
basic = 0;
}
for (j = 0; j < basic; ++j) {
// if it's not a basic code point
if (input.charCodeAt(j) >= 0x80) {
error('not-basic');
}
output.push(input.charCodeAt(j));
}
// Main decoding loop: start just after the last delimiter if any basic code
// points were copied; start at the beginning otherwise.
for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {
// `index` is the index of the next character to be consumed.
// Decode a generalized variable-length integer into `delta`,
// which gets added to `i`. The overflow checking is easier
// if we increase `i` as we go, then subtract off its starting
// value at the end to obtain `delta`.
for (oldi = i, w = 1, k = base; /* no condition */; k += base) {
if (index >= inputLength) {
error('invalid-input');
}
digit = basicToDigit(input.charCodeAt(index++));
if (digit >= base || digit > floor((maxInt - i) / w)) {
error('overflow');
}
i += digit * w;
t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);
if (digit < t) {
break;
}
baseMinusT = base - t;
if (w > floor(maxInt / baseMinusT)) {
error('overflow');
}
w *= baseMinusT;
}
out = output.length + 1;
bias = adapt(i - oldi, out, oldi == 0);
// `i` was supposed to wrap around from `out` to `0`,
// incrementing `n` each time, so we'll fix that now:
if (floor(i / out) > maxInt - n) {
error('overflow');
}
n += floor(i / out);
i %= out;
// Insert `n` at position `i` of the output
output.splice(i++, 0, n);
}
return ucs2encode(output);
}
/**
* Converts a string of Unicode symbols (e.g. a domain name label) to a
* Punycode string of ASCII-only symbols.
* @memberOf punycode
* @param {String} input The string of Unicode symbols.
* @returns {String} The resulting Punycode string of ASCII-only symbols.
*/
function encode(input) {
var n,
delta,
handledCPCount,
basicLength,
bias,
j,
m,
q,
k,
t,
currentValue,
output = [],
/** `inputLength` will hold the number of code points in `input`. */
inputLength,
/** Cached calculation results */
handledCPCountPlusOne,
baseMinusT,
qMinusT;
// Convert the input in UCS-2 to Unicode
input = ucs2decode(input);
// Cache the length
inputLength = input.length;
// Initialize the state
n = initialN;
delta = 0;
bias = initialBias;
// Handle the basic code points
for (j = 0; j < inputLength; ++j) {
currentValue = input[j];
if (currentValue < 0x80) {
output.push(stringFromCharCode(currentValue));
}
}
handledCPCount = basicLength = output.length;
// `handledCPCount` is the number of code points that have been handled;
// `basicLength` is the number of basic code points.
// Finish the basic string - if it is not empty - with a delimiter
if (basicLength) {
output.push(delimiter);
}
// Main encoding loop:
while (handledCPCount < inputLength) {
// All non-basic code points < n have been handled already. Find the next
// larger one:
for (m = maxInt, j = 0; j < inputLength; ++j) {
currentValue = input[j];
if (currentValue >= n && currentValue < m) {
m = currentValue;
}
}
// Increase `delta` enough to advance the decoder's state to ,
// but guard against overflow
handledCPCountPlusOne = handledCPCount + 1;
if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {
error('overflow');
}
delta += (m - n) * handledCPCountPlusOne;
n = m;
for (j = 0; j < inputLength; ++j) {
currentValue = input[j];
if (currentValue < n && ++delta > maxInt) {
error('overflow');
}
if (currentValue == n) {
// Represent delta as a generalized variable-length integer
for (q = delta, k = base; /* no condition */; k += base) {
t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);
if (q < t) {
break;
}
qMinusT = q - t;
baseMinusT = base - t;
output.push(
stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))
);
q = floor(qMinusT / baseMinusT);
}
output.push(stringFromCharCode(digitToBasic(q, 0)));
bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);
delta = 0;
++handledCPCount;
}
}
++delta;
++n;
}
return output.join('');
}
/**
* Converts a Punycode string representing a domain name or an email address
* to Unicode. Only the Punycoded parts of the input will be converted, i.e.
* it doesn't matter if you call it on a string that has already been
* converted to Unicode.
* @memberOf punycode
* @param {String} input The Punycoded domain name or email address to
* convert to Unicode.
* @returns {String} The Unicode representation of the given Punycode
* string.
*/
function toUnicode(input) {
return mapDomain(input, function(string) {
return regexPunycode.test(string)
? decode(string.slice(4).toLowerCase())
: string;
});
}
/**
* Converts a Unicode string representing a domain name or an email address to
* Punycode. Only the non-ASCII parts of the domain name will be converted,
* i.e. it doesn't matter if you call it with a domain that's already in
* ASCII.
* @memberOf punycode
* @param {String} input The domain name or email address to convert, as a
* Unicode string.
* @returns {String} The Punycode representation of the given domain name or
* email address.
*/
function toASCII(input) {
return mapDomain(input, function(string) {
return regexNonASCII.test(string)
? 'xn--' + encode(string)
: string;
});
}
/*--------------------------------------------------------------------------*/
/** Define the public API */
punycode = {
/**
* A string representing the current Punycode.js version number.
* @memberOf punycode
* @type String
*/
'version': '1.4.1',
/**
* An object of methods to convert from JavaScript's internal character
* representation (UCS-2) to Unicode code points, and back.
* @see
* @memberOf punycode
* @type Object
*/
'ucs2': {
'decode': ucs2decode,
'encode': ucs2encode
},
'decode': decode,
'encode': encode,
'toASCII': toASCII,
'toUnicode': toUnicode
};
/** Expose `punycode` */
// Some AMD build optimizers, like r.js, check for specific condition patterns
// like the following:
if (
typeof define == 'function' &&
typeof define.amd == 'object' &&
define.amd
) {
define('punycode', function() {
return punycode;
});
} else if (freeExports && freeModule) {
if (module.exports == freeExports) {
// in Node.js, io.js, or RingoJS v0.8.0+
freeModule.exports = punycode;
} else {
// in Narwhal or RingoJS v0.7.0-
for (key in punycode) {
punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);
}
}
} else {
// in Rhino or a web browser
root.punycode = punycode;
}
}(this));
}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})
},{}],44:[function(require,module,exports){
(function (Buffer){
/*!
* The buffer module from node.js, for the browser.
*
* @author Feross Aboukhadijeh
* @license MIT
*/
/* eslint-disable no-proto */
'use strict'
var base64 = require('base64-js')
var ieee754 = require('ieee754')
exports.Buffer = Buffer
exports.SlowBuffer = SlowBuffer
exports.INSPECT_MAX_BYTES = 50
var K_MAX_LENGTH = 0x7fffffff
exports.kMaxLength = K_MAX_LENGTH
/**
* If `Buffer.TYPED_ARRAY_SUPPORT`:
* === true Use Uint8Array implementation (fastest)
* === false Print warning and recommend using `buffer` v4.x which has an Object
* implementation (most compatible, even IE6)
*
* Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,
* Opera 11.6+, iOS 4.2+.
*
* We report that the browser does not support typed arrays if the are not subclassable
* using __proto__. Firefox 4-29 lacks support for adding new properties to `Uint8Array`
* (See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438). IE 10 lacks support
* for __proto__ and has a buggy typed array implementation.
*/
Buffer.TYPED_ARRAY_SUPPORT = typedArraySupport()
if (!Buffer.TYPED_ARRAY_SUPPORT && typeof console !== 'undefined' &&
typeof console.error === 'function') {
console.error(
'This browser lacks typed array (Uint8Array) support which is required by ' +
'`buffer` v5.x. Use `buffer` v4.x if you require old browser support.'
)
}
function typedArraySupport () {
// Can typed array instances can be augmented?
try {
var arr = new Uint8Array(1)
arr.__proto__ = { __proto__: Uint8Array.prototype, foo: function () { return 42 } }
return arr.foo() === 42
} catch (e) {
return false
}
}
Object.defineProperty(Buffer.prototype, 'parent', {
enumerable: true,
get: function () {
if (!Buffer.isBuffer(this)) return undefined
return this.buffer
}
})
Object.defineProperty(Buffer.prototype, 'offset', {
enumerable: true,
get: function () {
if (!Buffer.isBuffer(this)) return undefined
return this.byteOffset
}
})
function createBuffer (length) {
if (length > K_MAX_LENGTH) {
throw new RangeError('The value "' + length + '" is invalid for option "size"')
}
// Return an augmented `Uint8Array` instance
var buf = new Uint8Array(length)
buf.__proto__ = Buffer.prototype
return buf
}
/**
* The Buffer constructor returns instances of `Uint8Array` that have their
* prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of
* `Uint8Array`, so the returned instances will have all the node `Buffer` methods
* and the `Uint8Array` methods. Square bracket notation works as expected -- it
* returns a single octet.
*
* The `Uint8Array` prototype remains unmodified.
*/
function Buffer (arg, encodingOrOffset, length) {
// Common case.
if (typeof arg === 'number') {
if (typeof encodingOrOffset === 'string') {
throw new TypeError(
'The "string" argument must be of type string. Received type number'
)
}
return allocUnsafe(arg)
}
return from(arg, encodingOrOffset, length)
}
// Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97
if (typeof Symbol !== 'undefined' && Symbol.species != null &&
Buffer[Symbol.species] === Buffer) {
Object.defineProperty(Buffer, Symbol.species, {
value: null,
configurable: true,
enumerable: false,
writable: false
})
}
Buffer.poolSize = 8192 // not used by this implementation
function from (value, encodingOrOffset, length) {
if (typeof value === 'string') {
return fromString(value, encodingOrOffset)
}
if (ArrayBuffer.isView(value)) {
return fromArrayLike(value)
}
if (value == null) {
throw TypeError(
'The first argument must be one of type string, Buffer, ArrayBuffer, Array, ' +
'or Array-like Object. Received type ' + (typeof value)
)
}
if (isInstance(value, ArrayBuffer) ||
(value && isInstance(value.buffer, ArrayBuffer))) {
return fromArrayBuffer(value, encodingOrOffset, length)
}
if (typeof value === 'number') {
throw new TypeError(
'The "value" argument must not be of type number. Received type number'
)
}
var valueOf = value.valueOf && value.valueOf()
if (valueOf != null && valueOf !== value) {
return Buffer.from(valueOf, encodingOrOffset, length)
}
var b = fromObject(value)
if (b) return b
if (typeof Symbol !== 'undefined' && Symbol.toPrimitive != null &&
typeof value[Symbol.toPrimitive] === 'function') {
return Buffer.from(
value[Symbol.toPrimitive]('string'), encodingOrOffset, length
)
}
throw new TypeError(
'The first argument must be one of type string, Buffer, ArrayBuffer, Array, ' +
'or Array-like Object. Received type ' + (typeof value)
)
}
/**
* Functionally equivalent to Buffer(arg, encoding) but throws a TypeError
* if value is a number.
* Buffer.from(str[, encoding])
* Buffer.from(array)
* Buffer.from(buffer)
* Buffer.from(arrayBuffer[, byteOffset[, length]])
**/
Buffer.from = function (value, encodingOrOffset, length) {
return from(value, encodingOrOffset, length)
}
// Note: Change prototype *after* Buffer.from is defined to workaround Chrome bug:
// https://github.com/feross/buffer/pull/148
Buffer.prototype.__proto__ = Uint8Array.prototype
Buffer.__proto__ = Uint8Array
function assertSize (size) {
if (typeof size !== 'number') {
throw new TypeError('"size" argument must be of type number')
} else if (size < 0) {
throw new RangeError('The value "' + size + '" is invalid for option "size"')
}
}
function alloc (size, fill, encoding) {
assertSize(size)
if (size <= 0) {
return createBuffer(size)
}
if (fill !== undefined) {
// Only pay attention to encoding if it's a string. This
// prevents accidentally sending in a number that would
// be interpretted as a start offset.
return typeof encoding === 'string'
? createBuffer(size).fill(fill, encoding)
: createBuffer(size).fill(fill)
}
return createBuffer(size)
}
/**
* Creates a new filled Buffer instance.
* alloc(size[, fill[, encoding]])
**/
Buffer.alloc = function (size, fill, encoding) {
return alloc(size, fill, encoding)
}
function allocUnsafe (size) {
assertSize(size)
return createBuffer(size < 0 ? 0 : checked(size) | 0)
}
/**
* Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.
* */
Buffer.allocUnsafe = function (size) {
return allocUnsafe(size)
}
/**
* Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.
*/
Buffer.allocUnsafeSlow = function (size) {
return allocUnsafe(size)
}
function fromString (string, encoding) {
if (typeof encoding !== 'string' || encoding === '') {
encoding = 'utf8'
}
if (!Buffer.isEncoding(encoding)) {
throw new TypeError('Unknown encoding: ' + encoding)
}
var length = byteLength(string, encoding) | 0
var buf = createBuffer(length)
var actual = buf.write(string, encoding)
if (actual !== length) {
// Writing a hex string, for example, that contains invalid characters will
// cause everything after the first invalid character to be ignored. (e.g.
// 'abxxcd' will be treated as 'ab')
buf = buf.slice(0, actual)
}
return buf
}
function fromArrayLike (array) {
var length = array.length < 0 ? 0 : checked(array.length) | 0
var buf = createBuffer(length)
for (var i = 0; i < length; i += 1) {
buf[i] = array[i] & 255
}
return buf
}
function fromArrayBuffer (array, byteOffset, length) {
if (byteOffset < 0 || array.byteLength < byteOffset) {
throw new RangeError('"offset" is outside of buffer bounds')
}
if (array.byteLength < byteOffset + (length || 0)) {
throw new RangeError('"length" is outside of buffer bounds')
}
var buf
if (byteOffset === undefined && length === undefined) {
buf = new Uint8Array(array)
} else if (length === undefined) {
buf = new Uint8Array(array, byteOffset)
} else {
buf = new Uint8Array(array, byteOffset, length)
}
// Return an augmented `Uint8Array` instance
buf.__proto__ = Buffer.prototype
return buf
}
function fromObject (obj) {
if (Buffer.isBuffer(obj)) {
var len = checked(obj.length) | 0
var buf = createBuffer(len)
if (buf.length === 0) {
return buf
}
obj.copy(buf, 0, 0, len)
return buf
}
if (obj.length !== undefined) {
if (typeof obj.length !== 'number' || numberIsNaN(obj.length)) {
return createBuffer(0)
}
return fromArrayLike(obj)
}
if (obj.type === 'Buffer' && Array.isArray(obj.data)) {
return fromArrayLike(obj.data)
}
}
function checked (length) {
// Note: cannot use `length < K_MAX_LENGTH` here because that fails when
// length is NaN (which is otherwise coerced to zero.)
if (length >= K_MAX_LENGTH) {
throw new RangeError('Attempt to allocate Buffer larger than maximum ' +
'size: 0x' + K_MAX_LENGTH.toString(16) + ' bytes')
}
return length | 0
}
function SlowBuffer (length) {
if (+length != length) { // eslint-disable-line eqeqeq
length = 0
}
return Buffer.alloc(+length)
}
Buffer.isBuffer = function isBuffer (b) {
return b != null && b._isBuffer === true &&
b !== Buffer.prototype // so Buffer.isBuffer(Buffer.prototype) will be false
}
Buffer.compare = function compare (a, b) {
if (isInstance(a, Uint8Array)) a = Buffer.from(a, a.offset, a.byteLength)
if (isInstance(b, Uint8Array)) b = Buffer.from(b, b.offset, b.byteLength)
if (!Buffer.isBuffer(a) || !Buffer.isBuffer(b)) {
throw new TypeError(
'The "buf1", "buf2" arguments must be one of type Buffer or Uint8Array'
)
}
if (a === b) return 0
var x = a.length
var y = b.length
for (var i = 0, len = Math.min(x, y); i < len; ++i) {
if (a[i] !== b[i]) {
x = a[i]
y = b[i]
break
}
}
if (x < y) return -1
if (y < x) return 1
return 0
}
Buffer.isEncoding = function isEncoding (encoding) {
switch (String(encoding).toLowerCase()) {
case 'hex':
case 'utf8':
case 'utf-8':
case 'ascii':
case 'latin1':
case 'binary':
case 'base64':
case 'ucs2':
case 'ucs-2':
case 'utf16le':
case 'utf-16le':
return true
default:
return false
}
}
Buffer.concat = function concat (list, length) {
if (!Array.isArray(list)) {
throw new TypeError('"list" argument must be an Array of Buffers')
}
if (list.length === 0) {
return Buffer.alloc(0)
}
var i
if (length === undefined) {
length = 0
for (i = 0; i < list.length; ++i) {
length += list[i].length
}
}
var buffer = Buffer.allocUnsafe(length)
var pos = 0
for (i = 0; i < list.length; ++i) {
var buf = list[i]
if (isInstance(buf, Uint8Array)) {
buf = Buffer.from(buf)
}
if (!Buffer.isBuffer(buf)) {
throw new TypeError('"list" argument must be an Array of Buffers')
}
buf.copy(buffer, pos)
pos += buf.length
}
return buffer
}
function byteLength (string, encoding) {
if (Buffer.isBuffer(string)) {
return string.length
}
if (ArrayBuffer.isView(string) || isInstance(string, ArrayBuffer)) {
return string.byteLength
}
if (typeof string !== 'string') {
throw new TypeError(
'The "string" argument must be one of type string, Buffer, or ArrayBuffer. ' +
'Received type ' + typeof string
)
}
var len = string.length
var mustMatch = (arguments.length > 2 && arguments[2] === true)
if (!mustMatch && len === 0) return 0
// Use a for loop to avoid recursion
var loweredCase = false
for (;;) {
switch (encoding) {
case 'ascii':
case 'latin1':
case 'binary':
return len
case 'utf8':
case 'utf-8':
return utf8ToBytes(string).length
case 'ucs2':
case 'ucs-2':
case 'utf16le':
case 'utf-16le':
return len * 2
case 'hex':
return len >>> 1
case 'base64':
return base64ToBytes(string).length
default:
if (loweredCase) {
return mustMatch ? -1 : utf8ToBytes(string).length // assume utf8
}
encoding = ('' + encoding).toLowerCase()
loweredCase = true
}
}
}
Buffer.byteLength = byteLength
function slowToString (encoding, start, end) {
var loweredCase = false
// No need to verify that "this.length <= MAX_UINT32" since it's a read-only
// property of a typed array.
// This behaves neither like String nor Uint8Array in that we set start/end
// to their upper/lower bounds if the value passed is out of range.
// undefined is handled specially as per ECMA-262 6th Edition,
// Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.
if (start === undefined || start < 0) {
start = 0
}
// Return early if start > this.length. Done here to prevent potential uint32
// coercion fail below.
if (start > this.length) {
return ''
}
if (end === undefined || end > this.length) {
end = this.length
}
if (end <= 0) {
return ''
}
// Force coersion to uint32. This will also coerce falsey/NaN values to 0.
end >>>= 0
start >>>= 0
if (end <= start) {
return ''
}
if (!encoding) encoding = 'utf8'
while (true) {
switch (encoding) {
case 'hex':
return hexSlice(this, start, end)
case 'utf8':
case 'utf-8':
return utf8Slice(this, start, end)
case 'ascii':
return asciiSlice(this, start, end)
case 'latin1':
case 'binary':
return latin1Slice(this, start, end)
case 'base64':
return base64Slice(this, start, end)
case 'ucs2':
case 'ucs-2':
case 'utf16le':
case 'utf-16le':
return utf16leSlice(this, start, end)
default:
if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)
encoding = (encoding + '').toLowerCase()
loweredCase = true
}
}
}
// This property is used by `Buffer.isBuffer` (and the `is-buffer` npm package)
// to detect a Buffer instance. It's not possible to use `instanceof Buffer`
// reliably in a browserify context because there could be multiple different
// copies of the 'buffer' package in use. This method works even for Buffer
// instances that were created from another copy of the `buffer` package.
// See: https://github.com/feross/buffer/issues/154
Buffer.prototype._isBuffer = true
function swap (b, n, m) {
var i = b[n]
b[n] = b[m]
b[m] = i
}
Buffer.prototype.swap16 = function swap16 () {
var len = this.length
if (len % 2 !== 0) {
throw new RangeError('Buffer size must be a multiple of 16-bits')
}
for (var i = 0; i < len; i += 2) {
swap(this, i, i + 1)
}
return this
}
Buffer.prototype.swap32 = function swap32 () {
var len = this.length
if (len % 4 !== 0) {
throw new RangeError('Buffer size must be a multiple of 32-bits')
}
for (var i = 0; i < len; i += 4) {
swap(this, i, i + 3)
swap(this, i + 1, i + 2)
}
return this
}
Buffer.prototype.swap64 = function swap64 () {
var len = this.length
if (len % 8 !== 0) {
throw new RangeError('Buffer size must be a multiple of 64-bits')
}
for (var i = 0; i < len; i += 8) {
swap(this, i, i + 7)
swap(this, i + 1, i + 6)
swap(this, i + 2, i + 5)
swap(this, i + 3, i + 4)
}
return this
}
Buffer.prototype.toString = function toString () {
var length = this.length
if (length === 0) return ''
if (arguments.length === 0) return utf8Slice(this, 0, length)
return slowToString.apply(this, arguments)
}
Buffer.prototype.toLocaleString = Buffer.prototype.toString
Buffer.prototype.equals = function equals (b) {
if (!Buffer.isBuffer(b)) throw new TypeError('Argument must be a Buffer')
if (this === b) return true
return Buffer.compare(this, b) === 0
}
Buffer.prototype.inspect = function inspect () {
var str = ''
var max = exports.INSPECT_MAX_BYTES
str = this.toString('hex', 0, max).replace(/(.{2})/g, '$1 ').trim()
if (this.length > max) str += ' ... '
return ''
}
Buffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {
if (isInstance(target, Uint8Array)) {
target = Buffer.from(target, target.offset, target.byteLength)
}
if (!Buffer.isBuffer(target)) {
throw new TypeError(
'The "target" argument must be one of type Buffer or Uint8Array. ' +
'Received type ' + (typeof target)
)
}
if (start === undefined) {
start = 0
}
if (end === undefined) {
end = target ? target.length : 0
}
if (thisStart === undefined) {
thisStart = 0
}
if (thisEnd === undefined) {
thisEnd = this.length
}
if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {
throw new RangeError('out of range index')
}
if (thisStart >= thisEnd && start >= end) {
return 0
}
if (thisStart >= thisEnd) {
return -1
}
if (start >= end) {
return 1
}
start >>>= 0
end >>>= 0
thisStart >>>= 0
thisEnd >>>= 0
if (this === target) return 0
var x = thisEnd - thisStart
var y = end - start
var len = Math.min(x, y)
var thisCopy = this.slice(thisStart, thisEnd)
var targetCopy = target.slice(start, end)
for (var i = 0; i < len; ++i) {
if (thisCopy[i] !== targetCopy[i]) {
x = thisCopy[i]
y = targetCopy[i]
break
}
}
if (x < y) return -1
if (y < x) return 1
return 0
}
// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,
// OR the last index of `val` in `buffer` at offset <= `byteOffset`.
//
// Arguments:
// - buffer - a Buffer to search
// - val - a string, Buffer, or number
// - byteOffset - an index into `buffer`; will be clamped to an int32
// - encoding - an optional encoding, relevant is val is a string
// - dir - true for indexOf, false for lastIndexOf
function bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {
// Empty buffer means no match
if (buffer.length === 0) return -1
// Normalize byteOffset
if (typeof byteOffset === 'string') {
encoding = byteOffset
byteOffset = 0
} else if (byteOffset > 0x7fffffff) {
byteOffset = 0x7fffffff
} else if (byteOffset < -0x80000000) {
byteOffset = -0x80000000
}
byteOffset = +byteOffset // Coerce to Number.
if (numberIsNaN(byteOffset)) {
// byteOffset: it it's undefined, null, NaN, "foo", etc, search whole buffer
byteOffset = dir ? 0 : (buffer.length - 1)
}
// Normalize byteOffset: negative offsets start from the end of the buffer
if (byteOffset < 0) byteOffset = buffer.length + byteOffset
if (byteOffset >= buffer.length) {
if (dir) return -1
else byteOffset = buffer.length - 1
} else if (byteOffset < 0) {
if (dir) byteOffset = 0
else return -1
}
// Normalize val
if (typeof val === 'string') {
val = Buffer.from(val, encoding)
}
// Finally, search either indexOf (if dir is true) or lastIndexOf
if (Buffer.isBuffer(val)) {
// Special case: looking for empty string/buffer always fails
if (val.length === 0) {
return -1
}
return arrayIndexOf(buffer, val, byteOffset, encoding, dir)
} else if (typeof val === 'number') {
val = val & 0xFF // Search for a byte value [0-255]
if (typeof Uint8Array.prototype.indexOf === 'function') {
if (dir) {
return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)
} else {
return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)
}
}
return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)
}
throw new TypeError('val must be string, number or Buffer')
}
function arrayIndexOf (arr, val, byteOffset, encoding, dir) {
var indexSize = 1
var arrLength = arr.length
var valLength = val.length
if (encoding !== undefined) {
encoding = String(encoding).toLowerCase()
if (encoding === 'ucs2' || encoding === 'ucs-2' ||
encoding === 'utf16le' || encoding === 'utf-16le') {
if (arr.length < 2 || val.length < 2) {
return -1
}
indexSize = 2
arrLength /= 2
valLength /= 2
byteOffset /= 2
}
}
function read (buf, i) {
if (indexSize === 1) {
return buf[i]
} else {
return buf.readUInt16BE(i * indexSize)
}
}
var i
if (dir) {
var foundIndex = -1
for (i = byteOffset; i < arrLength; i++) {
if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {
if (foundIndex === -1) foundIndex = i
if (i - foundIndex + 1 === valLength) return foundIndex * indexSize
} else {
if (foundIndex !== -1) i -= i - foundIndex
foundIndex = -1
}
}
} else {
if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength
for (i = byteOffset; i >= 0; i--) {
var found = true
for (var j = 0; j < valLength; j++) {
if (read(arr, i + j) !== read(val, j)) {
found = false
break
}
}
if (found) return i
}
}
return -1
}
Buffer.prototype.includes = function includes (val, byteOffset, encoding) {
return this.indexOf(val, byteOffset, encoding) !== -1
}
Buffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {
return bidirectionalIndexOf(this, val, byteOffset, encoding, true)
}
Buffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {
return bidirectionalIndexOf(this, val, byteOffset, encoding, false)
}
function hexWrite (buf, string, offset, length) {
offset = Number(offset) || 0
var remaining = buf.length - offset
if (!length) {
length = remaining
} else {
length = Number(length)
if (length > remaining) {
length = remaining
}
}
var strLen = string.length
if (length > strLen / 2) {
length = strLen / 2
}
for (var i = 0; i < length; ++i) {
var parsed = parseInt(string.substr(i * 2, 2), 16)
if (numberIsNaN(parsed)) return i
buf[offset + i] = parsed
}
return i
}
function utf8Write (buf, string, offset, length) {
return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)
}
function asciiWrite (buf, string, offset, length) {
return blitBuffer(asciiToBytes(string), buf, offset, length)
}
function latin1Write (buf, string, offset, length) {
return asciiWrite(buf, string, offset, length)
}
function base64Write (buf, string, offset, length) {
return blitBuffer(base64ToBytes(string), buf, offset, length)
}
function ucs2Write (buf, string, offset, length) {
return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)
}
Buffer.prototype.write = function write (string, offset, length, encoding) {
// Buffer#write(string)
if (offset === undefined) {
encoding = 'utf8'
length = this.length
offset = 0
// Buffer#write(string, encoding)
} else if (length === undefined && typeof offset === 'string') {
encoding = offset
length = this.length
offset = 0
// Buffer#write(string, offset[, length][, encoding])
} else if (isFinite(offset)) {
offset = offset >>> 0
if (isFinite(length)) {
length = length >>> 0
if (encoding === undefined) encoding = 'utf8'
} else {
encoding = length
length = undefined
}
} else {
throw new Error(
'Buffer.write(string, encoding, offset[, length]) is no longer supported'
)
}
var remaining = this.length - offset
if (length === undefined || length > remaining) length = remaining
if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {
throw new RangeError('Attempt to write outside buffer bounds')
}
if (!encoding) encoding = 'utf8'
var loweredCase = false
for (;;) {
switch (encoding) {
case 'hex':
return hexWrite(this, string, offset, length)
case 'utf8':
case 'utf-8':
return utf8Write(this, string, offset, length)
case 'ascii':
return asciiWrite(this, string, offset, length)
case 'latin1':
case 'binary':
return latin1Write(this, string, offset, length)
case 'base64':
// Warning: maxLength not taken into account in base64Write
return base64Write(this, string, offset, length)
case 'ucs2':
case 'ucs-2':
case 'utf16le':
case 'utf-16le':
return ucs2Write(this, string, offset, length)
default:
if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)
encoding = ('' + encoding).toLowerCase()
loweredCase = true
}
}
}
Buffer.prototype.toJSON = function toJSON () {
return {
type: 'Buffer',
data: Array.prototype.slice.call(this._arr || this, 0)
}
}
function base64Slice (buf, start, end) {
if (start === 0 && end === buf.length) {
return base64.fromByteArray(buf)
} else {
return base64.fromByteArray(buf.slice(start, end))
}
}
function utf8Slice (buf, start, end) {
end = Math.min(buf.length, end)
var res = []
var i = start
while (i < end) {
var firstByte = buf[i]
var codePoint = null
var bytesPerSequence = (firstByte > 0xEF) ? 4
: (firstByte > 0xDF) ? 3
: (firstByte > 0xBF) ? 2
: 1
if (i + bytesPerSequence <= end) {
var secondByte, thirdByte, fourthByte, tempCodePoint
switch (bytesPerSequence) {
case 1:
if (firstByte < 0x80) {
codePoint = firstByte
}
break
case 2:
secondByte = buf[i + 1]
if ((secondByte & 0xC0) === 0x80) {
tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F)
if (tempCodePoint > 0x7F) {
codePoint = tempCodePoint
}
}
break
case 3:
secondByte = buf[i + 1]
thirdByte = buf[i + 2]
if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {
tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F)
if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {
codePoint = tempCodePoint
}
}
break
case 4:
secondByte = buf[i + 1]
thirdByte = buf[i + 2]
fourthByte = buf[i + 3]
if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {
tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F)
if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {
codePoint = tempCodePoint
}
}
}
}
if (codePoint === null) {
// we did not generate a valid codePoint so insert a
// replacement char (U+FFFD) and advance only 1 byte
codePoint = 0xFFFD
bytesPerSequence = 1
} else if (codePoint > 0xFFFF) {
// encode to utf16 (surrogate pair dance)
codePoint -= 0x10000
res.push(codePoint >>> 10 & 0x3FF | 0xD800)
codePoint = 0xDC00 | codePoint & 0x3FF
}
res.push(codePoint)
i += bytesPerSequence
}
return decodeCodePointsArray(res)
}
// Based on http://stackoverflow.com/a/22747272/680742, the browser with
// the lowest limit is Chrome, with 0x10000 args.
// We go 1 magnitude less, for safety
var MAX_ARGUMENTS_LENGTH = 0x1000
function decodeCodePointsArray (codePoints) {
var len = codePoints.length
if (len <= MAX_ARGUMENTS_LENGTH) {
return String.fromCharCode.apply(String, codePoints) // avoid extra slice()
}
// Decode in chunks to avoid "call stack size exceeded".
var res = ''
var i = 0
while (i < len) {
res += String.fromCharCode.apply(
String,
codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)
)
}
return res
}
function asciiSlice (buf, start, end) {
var ret = ''
end = Math.min(buf.length, end)
for (var i = start; i < end; ++i) {
ret += String.fromCharCode(buf[i] & 0x7F)
}
return ret
}
function latin1Slice (buf, start, end) {
var ret = ''
end = Math.min(buf.length, end)
for (var i = start; i < end; ++i) {
ret += String.fromCharCode(buf[i])
}
return ret
}
function hexSlice (buf, start, end) {
var len = buf.length
if (!start || start < 0) start = 0
if (!end || end < 0 || end > len) end = len
var out = ''
for (var i = start; i < end; ++i) {
out += toHex(buf[i])
}
return out
}
function utf16leSlice (buf, start, end) {
var bytes = buf.slice(start, end)
var res = ''
for (var i = 0; i < bytes.length; i += 2) {
res += String.fromCharCode(bytes[i] + (bytes[i + 1] * 256))
}
return res
}
Buffer.prototype.slice = function slice (start, end) {
var len = this.length
start = ~~start
end = end === undefined ? len : ~~end
if (start < 0) {
start += len
if (start < 0) start = 0
} else if (start > len) {
start = len
}
if (end < 0) {
end += len
if (end < 0) end = 0
} else if (end > len) {
end = len
}
if (end < start) end = start
var newBuf = this.subarray(start, end)
// Return an augmented `Uint8Array` instance
newBuf.__proto__ = Buffer.prototype
return newBuf
}
/*
* Need to make sure that buffer isn't trying to write out of bounds.
*/
function checkOffset (offset, ext, length) {
if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')
if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')
}
Buffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {
offset = offset >>> 0
byteLength = byteLength >>> 0
if (!noAssert) checkOffset(offset, byteLength, this.length)
var val = this[offset]
var mul = 1
var i = 0
while (++i < byteLength && (mul *= 0x100)) {
val += this[offset + i] * mul
}
return val
}
Buffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {
offset = offset >>> 0
byteLength = byteLength >>> 0
if (!noAssert) {
checkOffset(offset, byteLength, this.length)
}
var val = this[offset + --byteLength]
var mul = 1
while (byteLength > 0 && (mul *= 0x100)) {
val += this[offset + --byteLength] * mul
}
return val
}
Buffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 1, this.length)
return this[offset]
}
Buffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 2, this.length)
return this[offset] | (this[offset + 1] << 8)
}
Buffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 2, this.length)
return (this[offset] << 8) | this[offset + 1]
}
Buffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 4, this.length)
return ((this[offset]) |
(this[offset + 1] << 8) |
(this[offset + 2] << 16)) +
(this[offset + 3] * 0x1000000)
}
Buffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 4, this.length)
return (this[offset] * 0x1000000) +
((this[offset + 1] << 16) |
(this[offset + 2] << 8) |
this[offset + 3])
}
Buffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {
offset = offset >>> 0
byteLength = byteLength >>> 0
if (!noAssert) checkOffset(offset, byteLength, this.length)
var val = this[offset]
var mul = 1
var i = 0
while (++i < byteLength && (mul *= 0x100)) {
val += this[offset + i] * mul
}
mul *= 0x80
if (val >= mul) val -= Math.pow(2, 8 * byteLength)
return val
}
Buffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {
offset = offset >>> 0
byteLength = byteLength >>> 0
if (!noAssert) checkOffset(offset, byteLength, this.length)
var i = byteLength
var mul = 1
var val = this[offset + --i]
while (i > 0 && (mul *= 0x100)) {
val += this[offset + --i] * mul
}
mul *= 0x80
if (val >= mul) val -= Math.pow(2, 8 * byteLength)
return val
}
Buffer.prototype.readInt8 = function readInt8 (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 1, this.length)
if (!(this[offset] & 0x80)) return (this[offset])
return ((0xff - this[offset] + 1) * -1)
}
Buffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 2, this.length)
var val = this[offset] | (this[offset + 1] << 8)
return (val & 0x8000) ? val | 0xFFFF0000 : val
}
Buffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 2, this.length)
var val = this[offset + 1] | (this[offset] << 8)
return (val & 0x8000) ? val | 0xFFFF0000 : val
}
Buffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 4, this.length)
return (this[offset]) |
(this[offset + 1] << 8) |
(this[offset + 2] << 16) |
(this[offset + 3] << 24)
}
Buffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 4, this.length)
return (this[offset] << 24) |
(this[offset + 1] << 16) |
(this[offset + 2] << 8) |
(this[offset + 3])
}
Buffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 4, this.length)
return ieee754.read(this, offset, true, 23, 4)
}
Buffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 4, this.length)
return ieee754.read(this, offset, false, 23, 4)
}
Buffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 8, this.length)
return ieee754.read(this, offset, true, 52, 8)
}
Buffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {
offset = offset >>> 0
if (!noAssert) checkOffset(offset, 8, this.length)
return ieee754.read(this, offset, false, 52, 8)
}
function checkInt (buf, value, offset, ext, max, min) {
if (!Buffer.isBuffer(buf)) throw new TypeError('"buffer" argument must be a Buffer instance')
if (value > max || value < min) throw new RangeError('"value" argument is out of bounds')
if (offset + ext > buf.length) throw new RangeError('Index out of range')
}
Buffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {
value = +value
offset = offset >>> 0
byteLength = byteLength >>> 0
if (!noAssert) {
var maxBytes = Math.pow(2, 8 * byteLength) - 1
checkInt(this, value, offset, byteLength, maxBytes, 0)
}
var mul = 1
var i = 0
this[offset] = value & 0xFF
while (++i < byteLength && (mul *= 0x100)) {
this[offset + i] = (value / mul) & 0xFF
}
return offset + byteLength
}
Buffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {
value = +value
offset = offset >>> 0
byteLength = byteLength >>> 0
if (!noAssert) {
var maxBytes = Math.pow(2, 8 * byteLength) - 1
checkInt(this, value, offset, byteLength, maxBytes, 0)
}
var i = byteLength - 1
var mul = 1
this[offset + i] = value & 0xFF
while (--i >= 0 && (mul *= 0x100)) {
this[offset + i] = (value / mul) & 0xFF
}
return offset + byteLength
}
Buffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0)
this[offset] = (value & 0xff)
return offset + 1
}
Buffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)
this[offset] = (value & 0xff)
this[offset + 1] = (value >>> 8)
return offset + 2
}
Buffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)
this[offset] = (value >>> 8)
this[offset + 1] = (value & 0xff)
return offset + 2
}
Buffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)
this[offset + 3] = (value >>> 24)
this[offset + 2] = (value >>> 16)
this[offset + 1] = (value >>> 8)
this[offset] = (value & 0xff)
return offset + 4
}
Buffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)
this[offset] = (value >>> 24)
this[offset + 1] = (value >>> 16)
this[offset + 2] = (value >>> 8)
this[offset + 3] = (value & 0xff)
return offset + 4
}
Buffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) {
var limit = Math.pow(2, (8 * byteLength) - 1)
checkInt(this, value, offset, byteLength, limit - 1, -limit)
}
var i = 0
var mul = 1
var sub = 0
this[offset] = value & 0xFF
while (++i < byteLength && (mul *= 0x100)) {
if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {
sub = 1
}
this[offset + i] = ((value / mul) >> 0) - sub & 0xFF
}
return offset + byteLength
}
Buffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) {
var limit = Math.pow(2, (8 * byteLength) - 1)
checkInt(this, value, offset, byteLength, limit - 1, -limit)
}
var i = byteLength - 1
var mul = 1
var sub = 0
this[offset + i] = value & 0xFF
while (--i >= 0 && (mul *= 0x100)) {
if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {
sub = 1
}
this[offset + i] = ((value / mul) >> 0) - sub & 0xFF
}
return offset + byteLength
}
Buffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80)
if (value < 0) value = 0xff + value + 1
this[offset] = (value & 0xff)
return offset + 1
}
Buffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)
this[offset] = (value & 0xff)
this[offset + 1] = (value >>> 8)
return offset + 2
}
Buffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)
this[offset] = (value >>> 8)
this[offset + 1] = (value & 0xff)
return offset + 2
}
Buffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)
this[offset] = (value & 0xff)
this[offset + 1] = (value >>> 8)
this[offset + 2] = (value >>> 16)
this[offset + 3] = (value >>> 24)
return offset + 4
}
Buffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)
if (value < 0) value = 0xffffffff + value + 1
this[offset] = (value >>> 24)
this[offset + 1] = (value >>> 16)
this[offset + 2] = (value >>> 8)
this[offset + 3] = (value & 0xff)
return offset + 4
}
function checkIEEE754 (buf, value, offset, ext, max, min) {
if (offset + ext > buf.length) throw new RangeError('Index out of range')
if (offset < 0) throw new RangeError('Index out of range')
}
function writeFloat (buf, value, offset, littleEndian, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) {
checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38)
}
ieee754.write(buf, value, offset, littleEndian, 23, 4)
return offset + 4
}
Buffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {
return writeFloat(this, value, offset, true, noAssert)
}
Buffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {
return writeFloat(this, value, offset, false, noAssert)
}
function writeDouble (buf, value, offset, littleEndian, noAssert) {
value = +value
offset = offset >>> 0
if (!noAssert) {
checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308)
}
ieee754.write(buf, value, offset, littleEndian, 52, 8)
return offset + 8
}
Buffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {
return writeDouble(this, value, offset, true, noAssert)
}
Buffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {
return writeDouble(this, value, offset, false, noAssert)
}
// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)
Buffer.prototype.copy = function copy (target, targetStart, start, end) {
if (!Buffer.isBuffer(target)) throw new TypeError('argument should be a Buffer')
if (!start) start = 0
if (!end && end !== 0) end = this.length
if (targetStart >= target.length) targetStart = target.length
if (!targetStart) targetStart = 0
if (end > 0 && end < start) end = start
// Copy 0 bytes; we're done
if (end === start) return 0
if (target.length === 0 || this.length === 0) return 0
// Fatal error conditions
if (targetStart < 0) {
throw new RangeError('targetStart out of bounds')
}
if (start < 0 || start >= this.length) throw new RangeError('Index out of range')
if (end < 0) throw new RangeError('sourceEnd out of bounds')
// Are we oob?
if (end > this.length) end = this.length
if (target.length - targetStart < end - start) {
end = target.length - targetStart + start
}
var len = end - start
if (this === target && typeof Uint8Array.prototype.copyWithin === 'function') {
// Use built-in when available, missing from IE11
this.copyWithin(targetStart, start, end)
} else if (this === target && start < targetStart && targetStart < end) {
// descending copy from end
for (var i = len - 1; i >= 0; --i) {
target[i + targetStart] = this[i + start]
}
} else {
Uint8Array.prototype.set.call(
target,
this.subarray(start, end),
targetStart
)
}
return len
}
// Usage:
// buffer.fill(number[, offset[, end]])
// buffer.fill(buffer[, offset[, end]])
// buffer.fill(string[, offset[, end]][, encoding])
Buffer.prototype.fill = function fill (val, start, end, encoding) {
// Handle string cases:
if (typeof val === 'string') {
if (typeof start === 'string') {
encoding = start
start = 0
end = this.length
} else if (typeof end === 'string') {
encoding = end
end = this.length
}
if (encoding !== undefined && typeof encoding !== 'string') {
throw new TypeError('encoding must be a string')
}
if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {
throw new TypeError('Unknown encoding: ' + encoding)
}
if (val.length === 1) {
var code = val.charCodeAt(0)
if ((encoding === 'utf8' && code < 128) ||
encoding === 'latin1') {
// Fast path: If `val` fits into a single byte, use that numeric value.
val = code
}
}
} else if (typeof val === 'number') {
val = val & 255
}
// Invalid ranges are not set to a default, so can range check early.
if (start < 0 || this.length < start || this.length < end) {
throw new RangeError('Out of range index')
}
if (end <= start) {
return this
}
start = start >>> 0
end = end === undefined ? this.length : end >>> 0
if (!val) val = 0
var i
if (typeof val === 'number') {
for (i = start; i < end; ++i) {
this[i] = val
}
} else {
var bytes = Buffer.isBuffer(val)
? val
: Buffer.from(val, encoding)
var len = bytes.length
if (len === 0) {
throw new TypeError('The value "' + val +
'" is invalid for argument "value"')
}
for (i = 0; i < end - start; ++i) {
this[i + start] = bytes[i % len]
}
}
return this
}
// HELPER FUNCTIONS
// ================
var INVALID_BASE64_RE = /[^+/0-9A-Za-z-_]/g
function base64clean (str) {
// Node takes equal signs as end of the Base64 encoding
str = str.split('=')[0]
// Node strips out invalid characters like \n and \t from the string, base64-js does not
str = str.trim().replace(INVALID_BASE64_RE, '')
// Node converts strings with length < 2 to ''
if (str.length < 2) return ''
// Node allows for non-padded base64 strings (missing trailing ===), base64-js does not
while (str.length % 4 !== 0) {
str = str + '='
}
return str
}
function toHex (n) {
if (n < 16) return '0' + n.toString(16)
return n.toString(16)
}
function utf8ToBytes (string, units) {
units = units || Infinity
var codePoint
var length = string.length
var leadSurrogate = null
var bytes = []
for (var i = 0; i < length; ++i) {
codePoint = string.charCodeAt(i)
// is surrogate component
if (codePoint > 0xD7FF && codePoint < 0xE000) {
// last char was a lead
if (!leadSurrogate) {
// no lead yet
if (codePoint > 0xDBFF) {
// unexpected trail
if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
continue
} else if (i + 1 === length) {
// unpaired lead
if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
continue
}
// valid lead
leadSurrogate = codePoint
continue
}
// 2 leads in a row
if (codePoint < 0xDC00) {
if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
leadSurrogate = codePoint
continue
}
// valid surrogate pair
codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000
} else if (leadSurrogate) {
// valid bmp char, but last char was a lead
if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
}
leadSurrogate = null
// encode utf8
if (codePoint < 0x80) {
if ((units -= 1) < 0) break
bytes.push(codePoint)
} else if (codePoint < 0x800) {
if ((units -= 2) < 0) break
bytes.push(
codePoint >> 0x6 | 0xC0,
codePoint & 0x3F | 0x80
)
} else if (codePoint < 0x10000) {
if ((units -= 3) < 0) break
bytes.push(
codePoint >> 0xC | 0xE0,
codePoint >> 0x6 & 0x3F | 0x80,
codePoint & 0x3F | 0x80
)
} else if (codePoint < 0x110000) {
if ((units -= 4) < 0) break
bytes.push(
codePoint >> 0x12 | 0xF0,
codePoint >> 0xC & 0x3F | 0x80,
codePoint >> 0x6 & 0x3F | 0x80,
codePoint & 0x3F | 0x80
)
} else {
throw new Error('Invalid code point')
}
}
return bytes
}
function asciiToBytes (str) {
var byteArray = []
for (var i = 0; i < str.length; ++i) {
// Node's code seems to be doing this and not & 0x7F..
byteArray.push(str.charCodeAt(i) & 0xFF)
}
return byteArray
}
function utf16leToBytes (str, units) {
var c, hi, lo
var byteArray = []
for (var i = 0; i < str.length; ++i) {
if ((units -= 2) < 0) break
c = str.charCodeAt(i)
hi = c >> 8
lo = c % 256
byteArray.push(lo)
byteArray.push(hi)
}
return byteArray
}
function base64ToBytes (str) {
return base64.toByteArray(base64clean(str))
}
function blitBuffer (src, dst, offset, length) {
for (var i = 0; i < length; ++i) {
if ((i + offset >= dst.length) || (i >= src.length)) break
dst[i + offset] = src[i]
}
return i
}
// ArrayBuffer or Uint8Array objects from other contexts (i.e. iframes) do not pass
// the `instanceof` check but they should be treated as of that type.
// See: https://github.com/feross/buffer/issues/166
function isInstance (obj, type) {
return obj instanceof type ||
(obj != null && obj.constructor != null && obj.constructor.name != null &&
obj.constructor.name === type.name)
}
function numberIsNaN (obj) {
// For IE11 support
return obj !== obj // eslint-disable-line no-self-compare
}
}).call(this,require("buffer").Buffer)
},{"base64-js":41,"buffer":44,"ieee754":112}],45:[function(require,module,exports){
/**
* chroma.js - JavaScript library for color conversions
*
* Copyright (c) 2011-2019, Gregor Aisch
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* 3. The name Gregor Aisch may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL GREGOR AISCH OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* -------------------------------------------------------
*
* chroma.js includes colors from colorbrewer2.org, which are released under
* the following license:
*
* Copyright (c) 2002 Cynthia Brewer, Mark Harrower,
* and The Pennsylvania State University.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
* either express or implied. See the License for the specific
* language governing permissions and limitations under the License.
*
* ------------------------------------------------------
*
* Named colors are taken from X11 Color Names.
* http://www.w3.org/TR/css3-color/#svg-color
*
* @preserve
*/
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
typeof define === 'function' && define.amd ? define(factory) :
(global.chroma = factory());
}(this, (function () { 'use strict';
var limit = function (x, min, max) {
if ( min === void 0 ) min=0;
if ( max === void 0 ) max=1;
return x < min ? min : x > max ? max : x;
};
var clip_rgb = function (rgb) {
rgb._clipped = false;
rgb._unclipped = rgb.slice(0);
for (var i=0; i<=3; i++) {
if (i < 3) {
if (rgb[i] < 0 || rgb[i] > 255) { rgb._clipped = true; }
rgb[i] = limit(rgb[i], 0, 255);
} else if (i === 3) {
rgb[i] = limit(rgb[i], 0, 1);
}
}
return rgb;
};
// ported from jQuery's $.type
var classToType = {};
for (var i = 0, list = ['Boolean', 'Number', 'String', 'Function', 'Array', 'Date', 'RegExp', 'Undefined', 'Null']; i < list.length; i += 1) {
var name = list[i];
classToType[("[object " + name + "]")] = name.toLowerCase();
}
var type = function(obj) {
return classToType[Object.prototype.toString.call(obj)] || "object";
};
var unpack = function (args, keyOrder) {
if ( keyOrder === void 0 ) keyOrder=null;
// if called with more than 3 arguments, we return the arguments
if (args.length >= 3) { return Array.prototype.slice.call(args); }
// with less than 3 args we check if first arg is object
// and use the keyOrder string to extract and sort properties
if (type(args[0]) == 'object' && keyOrder) {
return keyOrder.split('')
.filter(function (k) { return args[0][k] !== undefined; })
.map(function (k) { return args[0][k]; });
}
// otherwise we just return the first argument
// (which we suppose is an array of args)
return args[0];
};
var last = function (args) {
if (args.length < 2) { return null; }
var l = args.length-1;
if (type(args[l]) == 'string') { return args[l].toLowerCase(); }
return null;
};
var PI = Math.PI;
var utils = {
clip_rgb: clip_rgb,
limit: limit,
type: type,
unpack: unpack,
last: last,
PI: PI,
TWOPI: PI*2,
PITHIRD: PI/3,
DEG2RAD: PI / 180,
RAD2DEG: 180 / PI
};
var input = {
format: {},
autodetect: []
};
var last$1 = utils.last;
var clip_rgb$1 = utils.clip_rgb;
var type$1 = utils.type;
var Color = function Color() {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var me = this;
if (type$1(args[0]) === 'object' &&
args[0].constructor &&
args[0].constructor === this.constructor) {
// the argument is already a Color instance
return args[0];
}
// last argument could be the mode
var mode = last$1(args);
var autodetect = false;
if (!mode) {
autodetect = true;
if (!input.sorted) {
input.autodetect = input.autodetect.sort(function (a,b) { return b.p - a.p; });
input.sorted = true;
}
// auto-detect format
for (var i = 0, list = input.autodetect; i < list.length; i += 1) {
var chk = list[i];
mode = chk.test.apply(chk, args);
if (mode) { break; }
}
}
if (input.format[mode]) {
var rgb = input.format[mode].apply(null, autodetect ? args : args.slice(0,-1));
me._rgb = clip_rgb$1(rgb);
} else {
throw new Error('unknown format: '+args);
}
// add alpha channel
if (me._rgb.length === 3) { me._rgb.push(1); }
};
Color.prototype.toString = function toString () {
if (type$1(this.hex) == 'function') { return this.hex(); }
return ("[" + (this._rgb.join(',')) + "]");
};
var Color_1 = Color;
var chroma = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( chroma.Color, [ null ].concat( args) ));
};
chroma.Color = Color_1;
chroma.version = '2.1.0';
var chroma_1 = chroma;
var unpack$1 = utils.unpack;
var max = Math.max;
var rgb2cmyk = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var ref = unpack$1(args, 'rgb');
var r = ref[0];
var g = ref[1];
var b = ref[2];
r = r / 255;
g = g / 255;
b = b / 255;
var k = 1 - max(r,max(g,b));
var f = k < 1 ? 1 / (1-k) : 0;
var c = (1-r-k) * f;
var m = (1-g-k) * f;
var y = (1-b-k) * f;
return [c,m,y,k];
};
var rgb2cmyk_1 = rgb2cmyk;
var unpack$2 = utils.unpack;
var cmyk2rgb = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$2(args, 'cmyk');
var c = args[0];
var m = args[1];
var y = args[2];
var k = args[3];
var alpha = args.length > 4 ? args[4] : 1;
if (k === 1) { return [0,0,0,alpha]; }
return [
c >= 1 ? 0 : 255 * (1-c) * (1-k), // r
m >= 1 ? 0 : 255 * (1-m) * (1-k), // g
y >= 1 ? 0 : 255 * (1-y) * (1-k), // b
alpha
];
};
var cmyk2rgb_1 = cmyk2rgb;
var unpack$3 = utils.unpack;
var type$2 = utils.type;
Color_1.prototype.cmyk = function() {
return rgb2cmyk_1(this._rgb);
};
chroma_1.cmyk = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['cmyk']) ));
};
input.format.cmyk = cmyk2rgb_1;
input.autodetect.push({
p: 2,
test: function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$3(args, 'cmyk');
if (type$2(args) === 'array' && args.length === 4) {
return 'cmyk';
}
}
});
var unpack$4 = utils.unpack;
var last$2 = utils.last;
var rnd = function (a) { return Math.round(a*100)/100; };
/*
* supported arguments:
* - hsl2css(h,s,l)
* - hsl2css(h,s,l,a)
* - hsl2css([h,s,l], mode)
* - hsl2css([h,s,l,a], mode)
* - hsl2css({h,s,l,a}, mode)
*/
var hsl2css = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var hsla = unpack$4(args, 'hsla');
var mode = last$2(args) || 'lsa';
hsla[0] = rnd(hsla[0] || 0);
hsla[1] = rnd(hsla[1]*100) + '%';
hsla[2] = rnd(hsla[2]*100) + '%';
if (mode === 'hsla' || (hsla.length > 3 && hsla[3]<1)) {
hsla[3] = hsla.length > 3 ? hsla[3] : 1;
mode = 'hsla';
} else {
hsla.length = 3;
}
return (mode + "(" + (hsla.join(',')) + ")");
};
var hsl2css_1 = hsl2css;
var unpack$5 = utils.unpack;
/*
* supported arguments:
* - rgb2hsl(r,g,b)
* - rgb2hsl(r,g,b,a)
* - rgb2hsl([r,g,b])
* - rgb2hsl([r,g,b,a])
* - rgb2hsl({r,g,b,a})
*/
var rgb2hsl = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$5(args, 'rgba');
var r = args[0];
var g = args[1];
var b = args[2];
r /= 255;
g /= 255;
b /= 255;
var min = Math.min(r, g, b);
var max = Math.max(r, g, b);
var l = (max + min) / 2;
var s, h;
if (max === min){
s = 0;
h = Number.NaN;
} else {
s = l < 0.5 ? (max - min) / (max + min) : (max - min) / (2 - max - min);
}
if (r == max) { h = (g - b) / (max - min); }
else if (g == max) { h = 2 + (b - r) / (max - min); }
else if (b == max) { h = 4 + (r - g) / (max - min); }
h *= 60;
if (h < 0) { h += 360; }
if (args.length>3 && args[3]!==undefined) { return [h,s,l,args[3]]; }
return [h,s,l];
};
var rgb2hsl_1 = rgb2hsl;
var unpack$6 = utils.unpack;
var last$3 = utils.last;
var round = Math.round;
/*
* supported arguments:
* - rgb2css(r,g,b)
* - rgb2css(r,g,b,a)
* - rgb2css([r,g,b], mode)
* - rgb2css([r,g,b,a], mode)
* - rgb2css({r,g,b,a}, mode)
*/
var rgb2css = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var rgba = unpack$6(args, 'rgba');
var mode = last$3(args) || 'rgb';
if (mode.substr(0,3) == 'hsl') {
return hsl2css_1(rgb2hsl_1(rgba), mode);
}
rgba[0] = round(rgba[0]);
rgba[1] = round(rgba[1]);
rgba[2] = round(rgba[2]);
if (mode === 'rgba' || (rgba.length > 3 && rgba[3]<1)) {
rgba[3] = rgba.length > 3 ? rgba[3] : 1;
mode = 'rgba';
}
return (mode + "(" + (rgba.slice(0,mode==='rgb'?3:4).join(',')) + ")");
};
var rgb2css_1 = rgb2css;
var unpack$7 = utils.unpack;
var round$1 = Math.round;
var hsl2rgb = function () {
var assign;
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$7(args, 'hsl');
var h = args[0];
var s = args[1];
var l = args[2];
var r,g,b;
if (s === 0) {
r = g = b = l*255;
} else {
var t3 = [0,0,0];
var c = [0,0,0];
var t2 = l < 0.5 ? l * (1+s) : l+s-l*s;
var t1 = 2 * l - t2;
var h_ = h / 360;
t3[0] = h_ + 1/3;
t3[1] = h_;
t3[2] = h_ - 1/3;
for (var i=0; i<3; i++) {
if (t3[i] < 0) { t3[i] += 1; }
if (t3[i] > 1) { t3[i] -= 1; }
if (6 * t3[i] < 1)
{ c[i] = t1 + (t2 - t1) * 6 * t3[i]; }
else if (2 * t3[i] < 1)
{ c[i] = t2; }
else if (3 * t3[i] < 2)
{ c[i] = t1 + (t2 - t1) * ((2 / 3) - t3[i]) * 6; }
else
{ c[i] = t1; }
}
(assign = [round$1(c[0]*255),round$1(c[1]*255),round$1(c[2]*255)], r = assign[0], g = assign[1], b = assign[2]);
}
if (args.length > 3) {
// keep alpha channel
return [r,g,b,args[3]];
}
return [r,g,b,1];
};
var hsl2rgb_1 = hsl2rgb;
var RE_RGB = /^rgb\(\s*(-?\d+),\s*(-?\d+)\s*,\s*(-?\d+)\s*\)$/;
var RE_RGBA = /^rgba\(\s*(-?\d+),\s*(-?\d+)\s*,\s*(-?\d+)\s*,\s*([01]|[01]?\.\d+)\)$/;
var RE_RGB_PCT = /^rgb\(\s*(-?\d+(?:\.\d+)?)%,\s*(-?\d+(?:\.\d+)?)%\s*,\s*(-?\d+(?:\.\d+)?)%\s*\)$/;
var RE_RGBA_PCT = /^rgba\(\s*(-?\d+(?:\.\d+)?)%,\s*(-?\d+(?:\.\d+)?)%\s*,\s*(-?\d+(?:\.\d+)?)%\s*,\s*([01]|[01]?\.\d+)\)$/;
var RE_HSL = /^hsl\(\s*(-?\d+(?:\.\d+)?),\s*(-?\d+(?:\.\d+)?)%\s*,\s*(-?\d+(?:\.\d+)?)%\s*\)$/;
var RE_HSLA = /^hsla\(\s*(-?\d+(?:\.\d+)?),\s*(-?\d+(?:\.\d+)?)%\s*,\s*(-?\d+(?:\.\d+)?)%\s*,\s*([01]|[01]?\.\d+)\)$/;
var round$2 = Math.round;
var css2rgb = function (css) {
css = css.toLowerCase().trim();
var m;
if (input.format.named) {
try {
return input.format.named(css);
} catch (e) {
// eslint-disable-next-line
}
}
// rgb(250,20,0)
if ((m = css.match(RE_RGB))) {
var rgb = m.slice(1,4);
for (var i=0; i<3; i++) {
rgb[i] = +rgb[i];
}
rgb[3] = 1; // default alpha
return rgb;
}
// rgba(250,20,0,0.4)
if ((m = css.match(RE_RGBA))) {
var rgb$1 = m.slice(1,5);
for (var i$1=0; i$1<4; i$1++) {
rgb$1[i$1] = +rgb$1[i$1];
}
return rgb$1;
}
// rgb(100%,0%,0%)
if ((m = css.match(RE_RGB_PCT))) {
var rgb$2 = m.slice(1,4);
for (var i$2=0; i$2<3; i$2++) {
rgb$2[i$2] = round$2(rgb$2[i$2] * 2.55);
}
rgb$2[3] = 1; // default alpha
return rgb$2;
}
// rgba(100%,0%,0%,0.4)
if ((m = css.match(RE_RGBA_PCT))) {
var rgb$3 = m.slice(1,5);
for (var i$3=0; i$3<3; i$3++) {
rgb$3[i$3] = round$2(rgb$3[i$3] * 2.55);
}
rgb$3[3] = +rgb$3[3];
return rgb$3;
}
// hsl(0,100%,50%)
if ((m = css.match(RE_HSL))) {
var hsl = m.slice(1,4);
hsl[1] *= 0.01;
hsl[2] *= 0.01;
var rgb$4 = hsl2rgb_1(hsl);
rgb$4[3] = 1;
return rgb$4;
}
// hsla(0,100%,50%,0.5)
if ((m = css.match(RE_HSLA))) {
var hsl$1 = m.slice(1,4);
hsl$1[1] *= 0.01;
hsl$1[2] *= 0.01;
var rgb$5 = hsl2rgb_1(hsl$1);
rgb$5[3] = +m[4]; // default alpha = 1
return rgb$5;
}
};
css2rgb.test = function (s) {
return RE_RGB.test(s) ||
RE_RGBA.test(s) ||
RE_RGB_PCT.test(s) ||
RE_RGBA_PCT.test(s) ||
RE_HSL.test(s) ||
RE_HSLA.test(s);
};
var css2rgb_1 = css2rgb;
var type$3 = utils.type;
Color_1.prototype.css = function(mode) {
return rgb2css_1(this._rgb, mode);
};
chroma_1.css = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['css']) ));
};
input.format.css = css2rgb_1;
input.autodetect.push({
p: 5,
test: function (h) {
var rest = [], len = arguments.length - 1;
while ( len-- > 0 ) rest[ len ] = arguments[ len + 1 ];
if (!rest.length && type$3(h) === 'string' && css2rgb_1.test(h)) {
return 'css';
}
}
});
var unpack$8 = utils.unpack;
input.format.gl = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var rgb = unpack$8(args, 'rgba');
rgb[0] *= 255;
rgb[1] *= 255;
rgb[2] *= 255;
return rgb;
};
chroma_1.gl = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['gl']) ));
};
Color_1.prototype.gl = function() {
var rgb = this._rgb;
return [rgb[0]/255, rgb[1]/255, rgb[2]/255, rgb[3]];
};
var unpack$9 = utils.unpack;
var rgb2hcg = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var ref = unpack$9(args, 'rgb');
var r = ref[0];
var g = ref[1];
var b = ref[2];
var min = Math.min(r, g, b);
var max = Math.max(r, g, b);
var delta = max - min;
var c = delta * 100 / 255;
var _g = min / (255 - delta) * 100;
var h;
if (delta === 0) {
h = Number.NaN;
} else {
if (r === max) { h = (g - b) / delta; }
if (g === max) { h = 2+(b - r) / delta; }
if (b === max) { h = 4+(r - g) / delta; }
h *= 60;
if (h < 0) { h += 360; }
}
return [h, c, _g];
};
var rgb2hcg_1 = rgb2hcg;
var unpack$a = utils.unpack;
var floor = Math.floor;
/*
* this is basically just HSV with some minor tweaks
*
* hue.. [0..360]
* chroma .. [0..1]
* grayness .. [0..1]
*/
var hcg2rgb = function () {
var assign, assign$1, assign$2, assign$3, assign$4, assign$5;
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$a(args, 'hcg');
var h = args[0];
var c = args[1];
var _g = args[2];
var r,g,b;
_g = _g * 255;
var _c = c * 255;
if (c === 0) {
r = g = b = _g;
} else {
if (h === 360) { h = 0; }
if (h > 360) { h -= 360; }
if (h < 0) { h += 360; }
h /= 60;
var i = floor(h);
var f = h - i;
var p = _g * (1 - c);
var q = p + _c * (1 - f);
var t = p + _c * f;
var v = p + _c;
switch (i) {
case 0: (assign = [v, t, p], r = assign[0], g = assign[1], b = assign[2]); break
case 1: (assign$1 = [q, v, p], r = assign$1[0], g = assign$1[1], b = assign$1[2]); break
case 2: (assign$2 = [p, v, t], r = assign$2[0], g = assign$2[1], b = assign$2[2]); break
case 3: (assign$3 = [p, q, v], r = assign$3[0], g = assign$3[1], b = assign$3[2]); break
case 4: (assign$4 = [t, p, v], r = assign$4[0], g = assign$4[1], b = assign$4[2]); break
case 5: (assign$5 = [v, p, q], r = assign$5[0], g = assign$5[1], b = assign$5[2]); break
}
}
return [r, g, b, args.length > 3 ? args[3] : 1];
};
var hcg2rgb_1 = hcg2rgb;
var unpack$b = utils.unpack;
var type$4 = utils.type;
Color_1.prototype.hcg = function() {
return rgb2hcg_1(this._rgb);
};
chroma_1.hcg = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hcg']) ));
};
input.format.hcg = hcg2rgb_1;
input.autodetect.push({
p: 1,
test: function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$b(args, 'hcg');
if (type$4(args) === 'array' && args.length === 3) {
return 'hcg';
}
}
});
var unpack$c = utils.unpack;
var last$4 = utils.last;
var round$3 = Math.round;
var rgb2hex = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var ref = unpack$c(args, 'rgba');
var r = ref[0];
var g = ref[1];
var b = ref[2];
var a = ref[3];
var mode = last$4(args) || 'auto';
if (a === undefined) { a = 1; }
if (mode === 'auto') {
mode = a < 1 ? 'rgba' : 'rgb';
}
r = round$3(r);
g = round$3(g);
b = round$3(b);
var u = r << 16 | g << 8 | b;
var str = "000000" + u.toString(16); //#.toUpperCase();
str = str.substr(str.length - 6);
var hxa = '0' + round$3(a * 255).toString(16);
hxa = hxa.substr(hxa.length - 2);
switch (mode.toLowerCase()) {
case 'rgba': return ("#" + str + hxa);
case 'argb': return ("#" + hxa + str);
default: return ("#" + str);
}
};
var rgb2hex_1 = rgb2hex;
var RE_HEX = /^#?([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$/;
var RE_HEXA = /^#?([A-Fa-f0-9]{8}|[A-Fa-f0-9]{4})$/;
var hex2rgb = function (hex) {
if (hex.match(RE_HEX)) {
// remove optional leading #
if (hex.length === 4 || hex.length === 7) {
hex = hex.substr(1);
}
// expand short-notation to full six-digit
if (hex.length === 3) {
hex = hex.split('');
hex = hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2];
}
var u = parseInt(hex, 16);
var r = u >> 16;
var g = u >> 8 & 0xFF;
var b = u & 0xFF;
return [r,g,b,1];
}
// match rgba hex format, eg #FF000077
if (hex.match(RE_HEXA)) {
if (hex.length === 5 || hex.length === 9) {
// remove optional leading #
hex = hex.substr(1);
}
// expand short-notation to full eight-digit
if (hex.length === 4) {
hex = hex.split('');
hex = hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2]+hex[3]+hex[3];
}
var u$1 = parseInt(hex, 16);
var r$1 = u$1 >> 24 & 0xFF;
var g$1 = u$1 >> 16 & 0xFF;
var b$1 = u$1 >> 8 & 0xFF;
var a = Math.round((u$1 & 0xFF) / 0xFF * 100) / 100;
return [r$1,g$1,b$1,a];
}
// we used to check for css colors here
// if _input.css? and rgb = _input.css hex
// return rgb
throw new Error(("unknown hex color: " + hex));
};
var hex2rgb_1 = hex2rgb;
var type$5 = utils.type;
Color_1.prototype.hex = function(mode) {
return rgb2hex_1(this._rgb, mode);
};
chroma_1.hex = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hex']) ));
};
input.format.hex = hex2rgb_1;
input.autodetect.push({
p: 4,
test: function (h) {
var rest = [], len = arguments.length - 1;
while ( len-- > 0 ) rest[ len ] = arguments[ len + 1 ];
if (!rest.length && type$5(h) === 'string' && [3,4,5,6,7,8,9].indexOf(h.length) >= 0) {
return 'hex';
}
}
});
var unpack$d = utils.unpack;
var TWOPI = utils.TWOPI;
var min = Math.min;
var sqrt = Math.sqrt;
var acos = Math.acos;
var rgb2hsi = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
/*
borrowed from here:
http://hummer.stanford.edu/museinfo/doc/examples/humdrum/keyscape2/rgb2hsi.cpp
*/
var ref = unpack$d(args, 'rgb');
var r = ref[0];
var g = ref[1];
var b = ref[2];
r /= 255;
g /= 255;
b /= 255;
var h;
var min_ = min(r,g,b);
var i = (r+g+b) / 3;
var s = i > 0 ? 1 - min_/i : 0;
if (s === 0) {
h = NaN;
} else {
h = ((r-g)+(r-b)) / 2;
h /= sqrt((r-g)*(r-g) + (r-b)*(g-b));
h = acos(h);
if (b > g) {
h = TWOPI - h;
}
h /= TWOPI;
}
return [h*360,s,i];
};
var rgb2hsi_1 = rgb2hsi;
var unpack$e = utils.unpack;
var limit$1 = utils.limit;
var TWOPI$1 = utils.TWOPI;
var PITHIRD = utils.PITHIRD;
var cos = Math.cos;
/*
* hue [0..360]
* saturation [0..1]
* intensity [0..1]
*/
var hsi2rgb = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
/*
borrowed from here:
http://hummer.stanford.edu/museinfo/doc/examples/humdrum/keyscape2/hsi2rgb.cpp
*/
args = unpack$e(args, 'hsi');
var h = args[0];
var s = args[1];
var i = args[2];
var r,g,b;
if (isNaN(h)) { h = 0; }
if (isNaN(s)) { s = 0; }
// normalize hue
if (h > 360) { h -= 360; }
if (h < 0) { h += 360; }
h /= 360;
if (h < 1/3) {
b = (1-s)/3;
r = (1+s*cos(TWOPI$1*h)/cos(PITHIRD-TWOPI$1*h))/3;
g = 1 - (b+r);
} else if (h < 2/3) {
h -= 1/3;
r = (1-s)/3;
g = (1+s*cos(TWOPI$1*h)/cos(PITHIRD-TWOPI$1*h))/3;
b = 1 - (r+g);
} else {
h -= 2/3;
g = (1-s)/3;
b = (1+s*cos(TWOPI$1*h)/cos(PITHIRD-TWOPI$1*h))/3;
r = 1 - (g+b);
}
r = limit$1(i*r*3);
g = limit$1(i*g*3);
b = limit$1(i*b*3);
return [r*255, g*255, b*255, args.length > 3 ? args[3] : 1];
};
var hsi2rgb_1 = hsi2rgb;
var unpack$f = utils.unpack;
var type$6 = utils.type;
Color_1.prototype.hsi = function() {
return rgb2hsi_1(this._rgb);
};
chroma_1.hsi = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hsi']) ));
};
input.format.hsi = hsi2rgb_1;
input.autodetect.push({
p: 2,
test: function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$f(args, 'hsi');
if (type$6(args) === 'array' && args.length === 3) {
return 'hsi';
}
}
});
var unpack$g = utils.unpack;
var type$7 = utils.type;
Color_1.prototype.hsl = function() {
return rgb2hsl_1(this._rgb);
};
chroma_1.hsl = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hsl']) ));
};
input.format.hsl = hsl2rgb_1;
input.autodetect.push({
p: 2,
test: function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$g(args, 'hsl');
if (type$7(args) === 'array' && args.length === 3) {
return 'hsl';
}
}
});
var unpack$h = utils.unpack;
var min$1 = Math.min;
var max$1 = Math.max;
/*
* supported arguments:
* - rgb2hsv(r,g,b)
* - rgb2hsv([r,g,b])
* - rgb2hsv({r,g,b})
*/
var rgb2hsl$1 = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$h(args, 'rgb');
var r = args[0];
var g = args[1];
var b = args[2];
var min_ = min$1(r, g, b);
var max_ = max$1(r, g, b);
var delta = max_ - min_;
var h,s,v;
v = max_ / 255.0;
if (max_ === 0) {
h = Number.NaN;
s = 0;
} else {
s = delta / max_;
if (r === max_) { h = (g - b) / delta; }
if (g === max_) { h = 2+(b - r) / delta; }
if (b === max_) { h = 4+(r - g) / delta; }
h *= 60;
if (h < 0) { h += 360; }
}
return [h, s, v]
};
var rgb2hsv = rgb2hsl$1;
var unpack$i = utils.unpack;
var floor$1 = Math.floor;
var hsv2rgb = function () {
var assign, assign$1, assign$2, assign$3, assign$4, assign$5;
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$i(args, 'hsv');
var h = args[0];
var s = args[1];
var v = args[2];
var r,g,b;
v *= 255;
if (s === 0) {
r = g = b = v;
} else {
if (h === 360) { h = 0; }
if (h > 360) { h -= 360; }
if (h < 0) { h += 360; }
h /= 60;
var i = floor$1(h);
var f = h - i;
var p = v * (1 - s);
var q = v * (1 - s * f);
var t = v * (1 - s * (1 - f));
switch (i) {
case 0: (assign = [v, t, p], r = assign[0], g = assign[1], b = assign[2]); break
case 1: (assign$1 = [q, v, p], r = assign$1[0], g = assign$1[1], b = assign$1[2]); break
case 2: (assign$2 = [p, v, t], r = assign$2[0], g = assign$2[1], b = assign$2[2]); break
case 3: (assign$3 = [p, q, v], r = assign$3[0], g = assign$3[1], b = assign$3[2]); break
case 4: (assign$4 = [t, p, v], r = assign$4[0], g = assign$4[1], b = assign$4[2]); break
case 5: (assign$5 = [v, p, q], r = assign$5[0], g = assign$5[1], b = assign$5[2]); break
}
}
return [r,g,b,args.length > 3?args[3]:1];
};
var hsv2rgb_1 = hsv2rgb;
var unpack$j = utils.unpack;
var type$8 = utils.type;
Color_1.prototype.hsv = function() {
return rgb2hsv(this._rgb);
};
chroma_1.hsv = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hsv']) ));
};
input.format.hsv = hsv2rgb_1;
input.autodetect.push({
p: 2,
test: function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$j(args, 'hsv');
if (type$8(args) === 'array' && args.length === 3) {
return 'hsv';
}
}
});
var labConstants = {
// Corresponds roughly to RGB brighter/darker
Kn: 18,
// D65 standard referent
Xn: 0.950470,
Yn: 1,
Zn: 1.088830,
t0: 0.137931034, // 4 / 29
t1: 0.206896552, // 6 / 29
t2: 0.12841855, // 3 * t1 * t1
t3: 0.008856452, // t1 * t1 * t1
};
var unpack$k = utils.unpack;
var pow = Math.pow;
var rgb2lab = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var ref = unpack$k(args, 'rgb');
var r = ref[0];
var g = ref[1];
var b = ref[2];
var ref$1 = rgb2xyz(r,g,b);
var x = ref$1[0];
var y = ref$1[1];
var z = ref$1[2];
var l = 116 * y - 16;
return [l < 0 ? 0 : l, 500 * (x - y), 200 * (y - z)];
};
var rgb_xyz = function (r) {
if ((r /= 255) <= 0.04045) { return r / 12.92; }
return pow((r + 0.055) / 1.055, 2.4);
};
var xyz_lab = function (t) {
if (t > labConstants.t3) { return pow(t, 1 / 3); }
return t / labConstants.t2 + labConstants.t0;
};
var rgb2xyz = function (r,g,b) {
r = rgb_xyz(r);
g = rgb_xyz(g);
b = rgb_xyz(b);
var x = xyz_lab((0.4124564 * r + 0.3575761 * g + 0.1804375 * b) / labConstants.Xn);
var y = xyz_lab((0.2126729 * r + 0.7151522 * g + 0.0721750 * b) / labConstants.Yn);
var z = xyz_lab((0.0193339 * r + 0.1191920 * g + 0.9503041 * b) / labConstants.Zn);
return [x,y,z];
};
var rgb2lab_1 = rgb2lab;
var unpack$l = utils.unpack;
var pow$1 = Math.pow;
/*
* L* [0..100]
* a [-100..100]
* b [-100..100]
*/
var lab2rgb = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$l(args, 'lab');
var l = args[0];
var a = args[1];
var b = args[2];
var x,y,z, r,g,b_;
y = (l + 16) / 116;
x = isNaN(a) ? y : y + a / 500;
z = isNaN(b) ? y : y - b / 200;
y = labConstants.Yn * lab_xyz(y);
x = labConstants.Xn * lab_xyz(x);
z = labConstants.Zn * lab_xyz(z);
r = xyz_rgb(3.2404542 * x - 1.5371385 * y - 0.4985314 * z); // D65 -> sRGB
g = xyz_rgb(-0.9692660 * x + 1.8760108 * y + 0.0415560 * z);
b_ = xyz_rgb(0.0556434 * x - 0.2040259 * y + 1.0572252 * z);
return [r,g,b_,args.length > 3 ? args[3] : 1];
};
var xyz_rgb = function (r) {
return 255 * (r <= 0.00304 ? 12.92 * r : 1.055 * pow$1(r, 1 / 2.4) - 0.055)
};
var lab_xyz = function (t) {
return t > labConstants.t1 ? t * t * t : labConstants.t2 * (t - labConstants.t0)
};
var lab2rgb_1 = lab2rgb;
var unpack$m = utils.unpack;
var type$9 = utils.type;
Color_1.prototype.lab = function() {
return rgb2lab_1(this._rgb);
};
chroma_1.lab = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['lab']) ));
};
input.format.lab = lab2rgb_1;
input.autodetect.push({
p: 2,
test: function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$m(args, 'lab');
if (type$9(args) === 'array' && args.length === 3) {
return 'lab';
}
}
});
var unpack$n = utils.unpack;
var RAD2DEG = utils.RAD2DEG;
var sqrt$1 = Math.sqrt;
var atan2 = Math.atan2;
var round$4 = Math.round;
var lab2lch = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var ref = unpack$n(args, 'lab');
var l = ref[0];
var a = ref[1];
var b = ref[2];
var c = sqrt$1(a * a + b * b);
var h = (atan2(b, a) * RAD2DEG + 360) % 360;
if (round$4(c*10000) === 0) { h = Number.NaN; }
return [l, c, h];
};
var lab2lch_1 = lab2lch;
var unpack$o = utils.unpack;
var rgb2lch = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var ref = unpack$o(args, 'rgb');
var r = ref[0];
var g = ref[1];
var b = ref[2];
var ref$1 = rgb2lab_1(r,g,b);
var l = ref$1[0];
var a = ref$1[1];
var b_ = ref$1[2];
return lab2lch_1(l,a,b_);
};
var rgb2lch_1 = rgb2lch;
var unpack$p = utils.unpack;
var DEG2RAD = utils.DEG2RAD;
var sin = Math.sin;
var cos$1 = Math.cos;
var lch2lab = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
/*
Convert from a qualitative parameter h and a quantitative parameter l to a 24-bit pixel.
These formulas were invented by David Dalrymple to obtain maximum contrast without going
out of gamut if the parameters are in the range 0-1.
A saturation multiplier was added by Gregor Aisch
*/
var ref = unpack$p(args, 'lch');
var l = ref[0];
var c = ref[1];
var h = ref[2];
if (isNaN(h)) { h = 0; }
h = h * DEG2RAD;
return [l, cos$1(h) * c, sin(h) * c]
};
var lch2lab_1 = lch2lab;
var unpack$q = utils.unpack;
var lch2rgb = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$q(args, 'lch');
var l = args[0];
var c = args[1];
var h = args[2];
var ref = lch2lab_1 (l,c,h);
var L = ref[0];
var a = ref[1];
var b_ = ref[2];
var ref$1 = lab2rgb_1 (L,a,b_);
var r = ref$1[0];
var g = ref$1[1];
var b = ref$1[2];
return [r, g, b, args.length > 3 ? args[3] : 1];
};
var lch2rgb_1 = lch2rgb;
var unpack$r = utils.unpack;
var hcl2rgb = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var hcl = unpack$r(args, 'hcl').reverse();
return lch2rgb_1.apply(void 0, hcl);
};
var hcl2rgb_1 = hcl2rgb;
var unpack$s = utils.unpack;
var type$a = utils.type;
Color_1.prototype.lch = function() { return rgb2lch_1(this._rgb); };
Color_1.prototype.hcl = function() { return rgb2lch_1(this._rgb).reverse(); };
chroma_1.lch = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['lch']) ));
};
chroma_1.hcl = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hcl']) ));
};
input.format.lch = lch2rgb_1;
input.format.hcl = hcl2rgb_1;
['lch','hcl'].forEach(function (m) { return input.autodetect.push({
p: 2,
test: function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$s(args, m);
if (type$a(args) === 'array' && args.length === 3) {
return m;
}
}
}); });
/**
X11 color names
http://www.w3.org/TR/css3-color/#svg-color
*/
var w3cx11 = {
aliceblue: '#f0f8ff',
antiquewhite: '#faebd7',
aqua: '#00ffff',
aquamarine: '#7fffd4',
azure: '#f0ffff',
beige: '#f5f5dc',
bisque: '#ffe4c4',
black: '#000000',
blanchedalmond: '#ffebcd',
blue: '#0000ff',
blueviolet: '#8a2be2',
brown: '#a52a2a',
burlywood: '#deb887',
cadetblue: '#5f9ea0',
chartreuse: '#7fff00',
chocolate: '#d2691e',
coral: '#ff7f50',
cornflower: '#6495ed',
cornflowerblue: '#6495ed',
cornsilk: '#fff8dc',
crimson: '#dc143c',
cyan: '#00ffff',
darkblue: '#00008b',
darkcyan: '#008b8b',
darkgoldenrod: '#b8860b',
darkgray: '#a9a9a9',
darkgreen: '#006400',
darkgrey: '#a9a9a9',
darkkhaki: '#bdb76b',
darkmagenta: '#8b008b',
darkolivegreen: '#556b2f',
darkorange: '#ff8c00',
darkorchid: '#9932cc',
darkred: '#8b0000',
darksalmon: '#e9967a',
darkseagreen: '#8fbc8f',
darkslateblue: '#483d8b',
darkslategray: '#2f4f4f',
darkslategrey: '#2f4f4f',
darkturquoise: '#00ced1',
darkviolet: '#9400d3',
deeppink: '#ff1493',
deepskyblue: '#00bfff',
dimgray: '#696969',
dimgrey: '#696969',
dodgerblue: '#1e90ff',
firebrick: '#b22222',
floralwhite: '#fffaf0',
forestgreen: '#228b22',
fuchsia: '#ff00ff',
gainsboro: '#dcdcdc',
ghostwhite: '#f8f8ff',
gold: '#ffd700',
goldenrod: '#daa520',
gray: '#808080',
green: '#008000',
greenyellow: '#adff2f',
grey: '#808080',
honeydew: '#f0fff0',
hotpink: '#ff69b4',
indianred: '#cd5c5c',
indigo: '#4b0082',
ivory: '#fffff0',
khaki: '#f0e68c',
laserlemon: '#ffff54',
lavender: '#e6e6fa',
lavenderblush: '#fff0f5',
lawngreen: '#7cfc00',
lemonchiffon: '#fffacd',
lightblue: '#add8e6',
lightcoral: '#f08080',
lightcyan: '#e0ffff',
lightgoldenrod: '#fafad2',
lightgoldenrodyellow: '#fafad2',
lightgray: '#d3d3d3',
lightgreen: '#90ee90',
lightgrey: '#d3d3d3',
lightpink: '#ffb6c1',
lightsalmon: '#ffa07a',
lightseagreen: '#20b2aa',
lightskyblue: '#87cefa',
lightslategray: '#778899',
lightslategrey: '#778899',
lightsteelblue: '#b0c4de',
lightyellow: '#ffffe0',
lime: '#00ff00',
limegreen: '#32cd32',
linen: '#faf0e6',
magenta: '#ff00ff',
maroon: '#800000',
maroon2: '#7f0000',
maroon3: '#b03060',
mediumaquamarine: '#66cdaa',
mediumblue: '#0000cd',
mediumorchid: '#ba55d3',
mediumpurple: '#9370db',
mediumseagreen: '#3cb371',
mediumslateblue: '#7b68ee',
mediumspringgreen: '#00fa9a',
mediumturquoise: '#48d1cc',
mediumvioletred: '#c71585',
midnightblue: '#191970',
mintcream: '#f5fffa',
mistyrose: '#ffe4e1',
moccasin: '#ffe4b5',
navajowhite: '#ffdead',
navy: '#000080',
oldlace: '#fdf5e6',
olive: '#808000',
olivedrab: '#6b8e23',
orange: '#ffa500',
orangered: '#ff4500',
orchid: '#da70d6',
palegoldenrod: '#eee8aa',
palegreen: '#98fb98',
paleturquoise: '#afeeee',
palevioletred: '#db7093',
papayawhip: '#ffefd5',
peachpuff: '#ffdab9',
peru: '#cd853f',
pink: '#ffc0cb',
plum: '#dda0dd',
powderblue: '#b0e0e6',
purple: '#800080',
purple2: '#7f007f',
purple3: '#a020f0',
rebeccapurple: '#663399',
red: '#ff0000',
rosybrown: '#bc8f8f',
royalblue: '#4169e1',
saddlebrown: '#8b4513',
salmon: '#fa8072',
sandybrown: '#f4a460',
seagreen: '#2e8b57',
seashell: '#fff5ee',
sienna: '#a0522d',
silver: '#c0c0c0',
skyblue: '#87ceeb',
slateblue: '#6a5acd',
slategray: '#708090',
slategrey: '#708090',
snow: '#fffafa',
springgreen: '#00ff7f',
steelblue: '#4682b4',
tan: '#d2b48c',
teal: '#008080',
thistle: '#d8bfd8',
tomato: '#ff6347',
turquoise: '#40e0d0',
violet: '#ee82ee',
wheat: '#f5deb3',
white: '#ffffff',
whitesmoke: '#f5f5f5',
yellow: '#ffff00',
yellowgreen: '#9acd32'
};
var w3cx11_1 = w3cx11;
var type$b = utils.type;
Color_1.prototype.name = function() {
var hex = rgb2hex_1(this._rgb, 'rgb');
for (var i = 0, list = Object.keys(w3cx11_1); i < list.length; i += 1) {
var n = list[i];
if (w3cx11_1[n] === hex) { return n.toLowerCase(); }
}
return hex;
};
input.format.named = function (name) {
name = name.toLowerCase();
if (w3cx11_1[name]) { return hex2rgb_1(w3cx11_1[name]); }
throw new Error('unknown color name: '+name);
};
input.autodetect.push({
p: 5,
test: function (h) {
var rest = [], len = arguments.length - 1;
while ( len-- > 0 ) rest[ len ] = arguments[ len + 1 ];
if (!rest.length && type$b(h) === 'string' && w3cx11_1[h.toLowerCase()]) {
return 'named';
}
}
});
var unpack$t = utils.unpack;
var rgb2num = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var ref = unpack$t(args, 'rgb');
var r = ref[0];
var g = ref[1];
var b = ref[2];
return (r << 16) + (g << 8) + b;
};
var rgb2num_1 = rgb2num;
var type$c = utils.type;
var num2rgb = function (num) {
if (type$c(num) == "number" && num >= 0 && num <= 0xFFFFFF) {
var r = num >> 16;
var g = (num >> 8) & 0xFF;
var b = num & 0xFF;
return [r,g,b,1];
}
throw new Error("unknown num color: "+num);
};
var num2rgb_1 = num2rgb;
var type$d = utils.type;
Color_1.prototype.num = function() {
return rgb2num_1(this._rgb);
};
chroma_1.num = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['num']) ));
};
input.format.num = num2rgb_1;
input.autodetect.push({
p: 5,
test: function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
if (args.length === 1 && type$d(args[0]) === 'number' && args[0] >= 0 && args[0] <= 0xFFFFFF) {
return 'num';
}
}
});
var unpack$u = utils.unpack;
var type$e = utils.type;
var round$5 = Math.round;
Color_1.prototype.rgb = function(rnd) {
if ( rnd === void 0 ) rnd=true;
if (rnd === false) { return this._rgb.slice(0,3); }
return this._rgb.slice(0,3).map(round$5);
};
Color_1.prototype.rgba = function(rnd) {
if ( rnd === void 0 ) rnd=true;
return this._rgb.slice(0,4).map(function (v,i) {
return i<3 ? (rnd === false ? v : round$5(v)) : v;
});
};
chroma_1.rgb = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['rgb']) ));
};
input.format.rgb = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var rgba = unpack$u(args, 'rgba');
if (rgba[3] === undefined) { rgba[3] = 1; }
return rgba;
};
input.autodetect.push({
p: 3,
test: function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
args = unpack$u(args, 'rgba');
if (type$e(args) === 'array' && (args.length === 3 ||
args.length === 4 && type$e(args[3]) == 'number' && args[3] >= 0 && args[3] <= 1)) {
return 'rgb';
}
}
});
/*
* Based on implementation by Neil Bartlett
* https://github.com/neilbartlett/color-temperature
*/
var log = Math.log;
var temperature2rgb = function (kelvin) {
var temp = kelvin / 100;
var r,g,b;
if (temp < 66) {
r = 255;
g = -155.25485562709179 - 0.44596950469579133 * (g = temp-2) + 104.49216199393888 * log(g);
b = temp < 20 ? 0 : -254.76935184120902 + 0.8274096064007395 * (b = temp-10) + 115.67994401066147 * log(b);
} else {
r = 351.97690566805693 + 0.114206453784165 * (r = temp-55) - 40.25366309332127 * log(r);
g = 325.4494125711974 + 0.07943456536662342 * (g = temp-50) - 28.0852963507957 * log(g);
b = 255;
}
return [r,g,b,1];
};
var temperature2rgb_1 = temperature2rgb;
/*
* Based on implementation by Neil Bartlett
* https://github.com/neilbartlett/color-temperature
**/
var unpack$v = utils.unpack;
var round$6 = Math.round;
var rgb2temperature = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
var rgb = unpack$v(args, 'rgb');
var r = rgb[0], b = rgb[2];
var minTemp = 1000;
var maxTemp = 40000;
var eps = 0.4;
var temp;
while (maxTemp - minTemp > eps) {
temp = (maxTemp + minTemp) * 0.5;
var rgb$1 = temperature2rgb_1(temp);
if ((rgb$1[2] / rgb$1[0]) >= (b / r)) {
maxTemp = temp;
} else {
minTemp = temp;
}
}
return round$6(temp);
};
var rgb2temperature_1 = rgb2temperature;
Color_1.prototype.temp =
Color_1.prototype.kelvin =
Color_1.prototype.temperature = function() {
return rgb2temperature_1(this._rgb);
};
chroma_1.temp =
chroma_1.kelvin =
chroma_1.temperature = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['temp']) ));
};
input.format.temp =
input.format.kelvin =
input.format.temperature = temperature2rgb_1;
var type$f = utils.type;
Color_1.prototype.alpha = function(a, mutate) {
if ( mutate === void 0 ) mutate=false;
if (a !== undefined && type$f(a) === 'number') {
if (mutate) {
this._rgb[3] = a;
return this;
}
return new Color_1([this._rgb[0], this._rgb[1], this._rgb[2], a], 'rgb');
}
return this._rgb[3];
};
Color_1.prototype.clipped = function() {
return this._rgb._clipped || false;
};
Color_1.prototype.darken = function(amount) {
if ( amount === void 0 ) amount=1;
var me = this;
var lab = me.lab();
lab[0] -= labConstants.Kn * amount;
return new Color_1(lab, 'lab').alpha(me.alpha(), true);
};
Color_1.prototype.brighten = function(amount) {
if ( amount === void 0 ) amount=1;
return this.darken(-amount);
};
Color_1.prototype.darker = Color_1.prototype.darken;
Color_1.prototype.brighter = Color_1.prototype.brighten;
Color_1.prototype.get = function(mc) {
var ref = mc.split('.');
var mode = ref[0];
var channel = ref[1];
var src = this[mode]();
if (channel) {
var i = mode.indexOf(channel);
if (i > -1) { return src[i]; }
throw new Error(("unknown channel " + channel + " in mode " + mode));
} else {
return src;
}
};
var type$g = utils.type;
var pow$2 = Math.pow;
var EPS = 1e-7;
var MAX_ITER = 20;
Color_1.prototype.luminance = function(lum) {
if (lum !== undefined && type$g(lum) === 'number') {
if (lum === 0) {
// return pure black
return new Color_1([0,0,0,this._rgb[3]], 'rgb');
}
if (lum === 1) {
// return pure white
return new Color_1([255,255,255,this._rgb[3]], 'rgb');
}
// compute new color using...
var cur_lum = this.luminance();
var mode = 'rgb';
var max_iter = MAX_ITER;
var test = function (low, high) {
var mid = low.interpolate(high, 0.5, mode);
var lm = mid.luminance();
if (Math.abs(lum - lm) < EPS || !max_iter--) {
// close enough
return mid;
}
return lm > lum ? test(low, mid) : test(mid, high);
};
var rgb = (cur_lum > lum ? test(new Color_1([0,0,0]), this) : test(this, new Color_1([255,255,255]))).rgb();
return new Color_1(rgb.concat( [this._rgb[3]]));
}
return rgb2luminance.apply(void 0, (this._rgb).slice(0,3));
};
var rgb2luminance = function (r,g,b) {
// relative luminance
// see http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
r = luminance_x(r);
g = luminance_x(g);
b = luminance_x(b);
return 0.2126 * r + 0.7152 * g + 0.0722 * b;
};
var luminance_x = function (x) {
x /= 255;
return x <= 0.03928 ? x/12.92 : pow$2((x+0.055)/1.055, 2.4);
};
var interpolator = {};
var type$h = utils.type;
var mix = function (col1, col2, f) {
if ( f === void 0 ) f=0.5;
var rest = [], len = arguments.length - 3;
while ( len-- > 0 ) rest[ len ] = arguments[ len + 3 ];
var mode = rest[0] || 'lrgb';
if (!interpolator[mode] && !rest.length) {
// fall back to the first supported mode
mode = Object.keys(interpolator)[0];
}
if (!interpolator[mode]) {
throw new Error(("interpolation mode " + mode + " is not defined"));
}
if (type$h(col1) !== 'object') { col1 = new Color_1(col1); }
if (type$h(col2) !== 'object') { col2 = new Color_1(col2); }
return interpolator[mode](col1, col2, f)
.alpha(col1.alpha() + f * (col2.alpha() - col1.alpha()));
};
Color_1.prototype.mix =
Color_1.prototype.interpolate = function(col2, f) {
if ( f === void 0 ) f=0.5;
var rest = [], len = arguments.length - 2;
while ( len-- > 0 ) rest[ len ] = arguments[ len + 2 ];
return mix.apply(void 0, [ this, col2, f ].concat( rest ));
};
Color_1.prototype.premultiply = function(mutate) {
if ( mutate === void 0 ) mutate=false;
var rgb = this._rgb;
var a = rgb[3];
if (mutate) {
this._rgb = [rgb[0]*a, rgb[1]*a, rgb[2]*a, a];
return this;
} else {
return new Color_1([rgb[0]*a, rgb[1]*a, rgb[2]*a, a], 'rgb');
}
};
Color_1.prototype.saturate = function(amount) {
if ( amount === void 0 ) amount=1;
var me = this;
var lch = me.lch();
lch[1] += labConstants.Kn * amount;
if (lch[1] < 0) { lch[1] = 0; }
return new Color_1(lch, 'lch').alpha(me.alpha(), true);
};
Color_1.prototype.desaturate = function(amount) {
if ( amount === void 0 ) amount=1;
return this.saturate(-amount);
};
var type$i = utils.type;
Color_1.prototype.set = function(mc, value, mutate) {
if ( mutate === void 0 ) mutate=false;
var ref = mc.split('.');
var mode = ref[0];
var channel = ref[1];
var src = this[mode]();
if (channel) {
var i = mode.indexOf(channel);
if (i > -1) {
if (type$i(value) == 'string') {
switch(value.charAt(0)) {
case '+': src[i] += +value; break;
case '-': src[i] += +value; break;
case '*': src[i] *= +(value.substr(1)); break;
case '/': src[i] /= +(value.substr(1)); break;
default: src[i] = +value;
}
} else if (type$i(value) === 'number') {
src[i] = value;
} else {
throw new Error("unsupported value for Color.set");
}
var out = new Color_1(src, mode);
if (mutate) {
this._rgb = out._rgb;
return this;
}
return out;
}
throw new Error(("unknown channel " + channel + " in mode " + mode));
} else {
return src;
}
};
var rgb$1 = function (col1, col2, f) {
var xyz0 = col1._rgb;
var xyz1 = col2._rgb;
return new Color_1(
xyz0[0] + f * (xyz1[0]-xyz0[0]),
xyz0[1] + f * (xyz1[1]-xyz0[1]),
xyz0[2] + f * (xyz1[2]-xyz0[2]),
'rgb'
)
};
// register interpolator
interpolator.rgb = rgb$1;
var sqrt$2 = Math.sqrt;
var pow$3 = Math.pow;
var lrgb = function (col1, col2, f) {
var ref = col1._rgb;
var x1 = ref[0];
var y1 = ref[1];
var z1 = ref[2];
var ref$1 = col2._rgb;
var x2 = ref$1[0];
var y2 = ref$1[1];
var z2 = ref$1[2];
return new Color_1(
sqrt$2(pow$3(x1,2) * (1-f) + pow$3(x2,2) * f),
sqrt$2(pow$3(y1,2) * (1-f) + pow$3(y2,2) * f),
sqrt$2(pow$3(z1,2) * (1-f) + pow$3(z2,2) * f),
'rgb'
)
};
// register interpolator
interpolator.lrgb = lrgb;
var lab$1 = function (col1, col2, f) {
var xyz0 = col1.lab();
var xyz1 = col2.lab();
return new Color_1(
xyz0[0] + f * (xyz1[0]-xyz0[0]),
xyz0[1] + f * (xyz1[1]-xyz0[1]),
xyz0[2] + f * (xyz1[2]-xyz0[2]),
'lab'
)
};
// register interpolator
interpolator.lab = lab$1;
var _hsx = function (col1, col2, f, m) {
var assign, assign$1;
var xyz0, xyz1;
if (m === 'hsl') {
xyz0 = col1.hsl();
xyz1 = col2.hsl();
} else if (m === 'hsv') {
xyz0 = col1.hsv();
xyz1 = col2.hsv();
} else if (m === 'hcg') {
xyz0 = col1.hcg();
xyz1 = col2.hcg();
} else if (m === 'hsi') {
xyz0 = col1.hsi();
xyz1 = col2.hsi();
} else if (m === 'lch' || m === 'hcl') {
m = 'hcl';
xyz0 = col1.hcl();
xyz1 = col2.hcl();
}
var hue0, hue1, sat0, sat1, lbv0, lbv1;
if (m.substr(0, 1) === 'h') {
(assign = xyz0, hue0 = assign[0], sat0 = assign[1], lbv0 = assign[2]);
(assign$1 = xyz1, hue1 = assign$1[0], sat1 = assign$1[1], lbv1 = assign$1[2]);
}
var sat, hue, lbv, dh;
if (!isNaN(hue0) && !isNaN(hue1)) {
// both colors have hue
if (hue1 > hue0 && hue1 - hue0 > 180) {
dh = hue1-(hue0+360);
} else if (hue1 < hue0 && hue0 - hue1 > 180) {
dh = hue1+360-hue0;
} else{
dh = hue1 - hue0;
}
hue = hue0 + f * dh;
} else if (!isNaN(hue0)) {
hue = hue0;
if ((lbv1 == 1 || lbv1 == 0) && m != 'hsv') { sat = sat0; }
} else if (!isNaN(hue1)) {
hue = hue1;
if ((lbv0 == 1 || lbv0 == 0) && m != 'hsv') { sat = sat1; }
} else {
hue = Number.NaN;
}
if (sat === undefined) { sat = sat0 + f * (sat1 - sat0); }
lbv = lbv0 + f * (lbv1-lbv0);
return new Color_1([hue, sat, lbv], m);
};
var lch$1 = function (col1, col2, f) {
return _hsx(col1, col2, f, 'lch');
};
// register interpolator
interpolator.lch = lch$1;
interpolator.hcl = lch$1;
var num$1 = function (col1, col2, f) {
var c1 = col1.num();
var c2 = col2.num();
return new Color_1(c1 + f * (c2-c1), 'num')
};
// register interpolator
interpolator.num = num$1;
var hcg$1 = function (col1, col2, f) {
return _hsx(col1, col2, f, 'hcg');
};
// register interpolator
interpolator.hcg = hcg$1;
var hsi$1 = function (col1, col2, f) {
return _hsx(col1, col2, f, 'hsi');
};
// register interpolator
interpolator.hsi = hsi$1;
var hsl$1 = function (col1, col2, f) {
return _hsx(col1, col2, f, 'hsl');
};
// register interpolator
interpolator.hsl = hsl$1;
var hsv$1 = function (col1, col2, f) {
return _hsx(col1, col2, f, 'hsv');
};
// register interpolator
interpolator.hsv = hsv$1;
var clip_rgb$2 = utils.clip_rgb;
var pow$4 = Math.pow;
var sqrt$3 = Math.sqrt;
var PI$1 = Math.PI;
var cos$2 = Math.cos;
var sin$1 = Math.sin;
var atan2$1 = Math.atan2;
var average = function (colors, mode, weights) {
if ( mode === void 0 ) mode='lrgb';
if ( weights === void 0 ) weights=null;
var l = colors.length;
if (!weights) { weights = Array.from(new Array(l)).map(function () { return 1; }); }
// normalize weights
var k = l / weights.reduce(function(a, b) { return a + b; });
weights.forEach(function (w,i) { weights[i] *= k; });
// convert colors to Color objects
colors = colors.map(function (c) { return new Color_1(c); });
if (mode === 'lrgb') {
return _average_lrgb(colors, weights)
}
var first = colors.shift();
var xyz = first.get(mode);
var cnt = [];
var dx = 0;
var dy = 0;
// initial color
for (var i=0; i= 360) { A$1 -= 360; }
xyz[i$1] = A$1;
} else {
xyz[i$1] = xyz[i$1]/cnt[i$1];
}
}
alpha /= l;
return (new Color_1(xyz, mode)).alpha(alpha > 0.99999 ? 1 : alpha, true);
};
var _average_lrgb = function (colors, weights) {
var l = colors.length;
var xyz = [0,0,0,0];
for (var i=0; i < colors.length; i++) {
var col = colors[i];
var f = weights[i] / l;
var rgb = col._rgb;
xyz[0] += pow$4(rgb[0],2) * f;
xyz[1] += pow$4(rgb[1],2) * f;
xyz[2] += pow$4(rgb[2],2) * f;
xyz[3] += rgb[3] * f;
}
xyz[0] = sqrt$3(xyz[0]);
xyz[1] = sqrt$3(xyz[1]);
xyz[2] = sqrt$3(xyz[2]);
if (xyz[3] > 0.9999999) { xyz[3] = 1; }
return new Color_1(clip_rgb$2(xyz));
};
// minimal multi-purpose interface
// @requires utils color analyze
var type$j = utils.type;
var pow$5 = Math.pow;
var scale = function(colors) {
// constructor
var _mode = 'rgb';
var _nacol = chroma_1('#ccc');
var _spread = 0;
// const _fixed = false;
var _domain = [0, 1];
var _pos = [];
var _padding = [0,0];
var _classes = false;
var _colors = [];
var _out = false;
var _min = 0;
var _max = 1;
var _correctLightness = false;
var _colorCache = {};
var _useCache = true;
var _gamma = 1;
// private methods
var setColors = function(colors) {
colors = colors || ['#fff', '#000'];
if (colors && type$j(colors) === 'string' && chroma_1.brewer &&
chroma_1.brewer[colors.toLowerCase()]) {
colors = chroma_1.brewer[colors.toLowerCase()];
}
if (type$j(colors) === 'array') {
// handle single color
if (colors.length === 1) {
colors = [colors[0], colors[0]];
}
// make a copy of the colors
colors = colors.slice(0);
// convert to chroma classes
for (var c=0; c= _classes[i]) {
i++;
}
return i-1;
}
return 0;
};
var tMapLightness = function (t) { return t; };
var tMapDomain = function (t) { return t; };
// const classifyValue = function(value) {
// let val = value;
// if (_classes.length > 2) {
// const n = _classes.length-1;
// const i = getClass(value);
// const minc = _classes[0] + ((_classes[1]-_classes[0]) * (0 + (_spread * 0.5))); // center of 1st class
// const maxc = _classes[n-1] + ((_classes[n]-_classes[n-1]) * (1 - (_spread * 0.5))); // center of last class
// val = _min + ((((_classes[i] + ((_classes[i+1] - _classes[i]) * 0.5)) - minc) / (maxc-minc)) * (_max - _min));
// }
// return val;
// };
var getColor = function(val, bypassMap) {
var col, t;
if (bypassMap == null) { bypassMap = false; }
if (isNaN(val) || (val === null)) { return _nacol; }
if (!bypassMap) {
if (_classes && (_classes.length > 2)) {
// find the class
var c = getClass(val);
t = c / (_classes.length-2);
} else if (_max !== _min) {
// just interpolate between min/max
t = (val - _min) / (_max - _min);
} else {
t = 1;
}
} else {
t = val;
}
// domain map
t = tMapDomain(t);
if (!bypassMap) {
t = tMapLightness(t); // lightness correction
}
if (_gamma !== 1) { t = pow$5(t, _gamma); }
t = _padding[0] + (t * (1 - _padding[0] - _padding[1]));
t = Math.min(1, Math.max(0, t));
var k = Math.floor(t * 10000);
if (_useCache && _colorCache[k]) {
col = _colorCache[k];
} else {
if (type$j(_colors) === 'array') {
//for i in [0.._pos.length-1]
for (var i=0; i<_pos.length; i++) {
var p = _pos[i];
if (t <= p) {
col = _colors[i];
break;
}
if ((t >= p) && (i === (_pos.length-1))) {
col = _colors[i];
break;
}
if (t > p && t < _pos[i+1]) {
t = (t-p)/(_pos[i+1]-p);
col = chroma_1.interpolate(_colors[i], _colors[i+1], t, _mode);
break;
}
}
} else if (type$j(_colors) === 'function') {
col = _colors(t);
}
if (_useCache) { _colorCache[k] = col; }
}
return col;
};
var resetCache = function () { return _colorCache = {}; };
setColors(colors);
// public interface
var f = function(v) {
var c = chroma_1(getColor(v));
if (_out && c[_out]) { return c[_out](); } else { return c; }
};
f.classes = function(classes) {
if (classes != null) {
if (type$j(classes) === 'array') {
_classes = classes;
_domain = [classes[0], classes[classes.length-1]];
} else {
var d = chroma_1.analyze(_domain);
if (classes === 0) {
_classes = [d.min, d.max];
} else {
_classes = chroma_1.limits(d, 'e', classes);
}
}
return f;
}
return _classes;
};
f.domain = function(domain) {
if (!arguments.length) {
return _domain;
}
_min = domain[0];
_max = domain[domain.length-1];
_pos = [];
var k = _colors.length;
if ((domain.length === k) && (_min !== _max)) {
// update positions
for (var i = 0, list = Array.from(domain); i < list.length; i += 1) {
var d = list[i];
_pos.push((d-_min) / (_max-_min));
}
} else {
for (var c=0; c 2) {
// set domain map
var tOut = domain.map(function (d,i) { return i/(domain.length-1); });
var tBreaks = domain.map(function (d) { return (d - _min) / (_max - _min); });
if (!tBreaks.every(function (val, i) { return tOut[i] === val; })) {
tMapDomain = function (t) {
if (t <= 0 || t >= 1) { return t; }
var i = 0;
while (t >= tBreaks[i+1]) { i++; }
var f = (t - tBreaks[i]) / (tBreaks[i+1] - tBreaks[i]);
var out = tOut[i] + f * (tOut[i+1] - tOut[i]);
return out;
};
}
}
}
_domain = [_min, _max];
return f;
};
f.mode = function(_m) {
if (!arguments.length) {
return _mode;
}
_mode = _m;
resetCache();
return f;
};
f.range = function(colors, _pos) {
setColors(colors, _pos);
return f;
};
f.out = function(_o) {
_out = _o;
return f;
};
f.spread = function(val) {
if (!arguments.length) {
return _spread;
}
_spread = val;
return f;
};
f.correctLightness = function(v) {
if (v == null) { v = true; }
_correctLightness = v;
resetCache();
if (_correctLightness) {
tMapLightness = function(t) {
var L0 = getColor(0, true).lab()[0];
var L1 = getColor(1, true).lab()[0];
var pol = L0 > L1;
var L_actual = getColor(t, true).lab()[0];
var L_ideal = L0 + ((L1 - L0) * t);
var L_diff = L_actual - L_ideal;
var t0 = 0;
var t1 = 1;
var max_iter = 20;
while ((Math.abs(L_diff) > 1e-2) && (max_iter-- > 0)) {
(function() {
if (pol) { L_diff *= -1; }
if (L_diff < 0) {
t0 = t;
t += (t1 - t) * 0.5;
} else {
t1 = t;
t += (t0 - t) * 0.5;
}
L_actual = getColor(t, true).lab()[0];
return L_diff = L_actual - L_ideal;
})();
}
return t;
};
} else {
tMapLightness = function (t) { return t; };
}
return f;
};
f.padding = function(p) {
if (p != null) {
if (type$j(p) === 'number') {
p = [p,p];
}
_padding = p;
return f;
} else {
return _padding;
}
};
f.colors = function(numColors, out) {
// If no arguments are given, return the original colors that were provided
if (arguments.length < 2) { out = 'hex'; }
var result = [];
if (arguments.length === 0) {
result = _colors.slice(0);
} else if (numColors === 1) {
result = [f(0.5)];
} else if (numColors > 1) {
var dm = _domain[0];
var dd = _domain[1] - dm;
result = __range__(0, numColors, false).map(function (i) { return f( dm + ((i/(numColors-1)) * dd) ); });
} else { // returns all colors based on the defined classes
colors = [];
var samples = [];
if (_classes && (_classes.length > 2)) {
for (var i = 1, end = _classes.length, asc = 1 <= end; asc ? i < end : i > end; asc ? i++ : i--) {
samples.push((_classes[i-1]+_classes[i])*0.5);
}
} else {
samples = _domain;
}
result = samples.map(function (v) { return f(v); });
}
if (chroma_1[out]) {
result = result.map(function (c) { return c[out](); });
}
return result;
};
f.cache = function(c) {
if (c != null) {
_useCache = c;
return f;
} else {
return _useCache;
}
};
f.gamma = function(g) {
if (g != null) {
_gamma = g;
return f;
} else {
return _gamma;
}
};
f.nodata = function(d) {
if (d != null) {
_nacol = chroma_1(d);
return f;
} else {
return _nacol;
}
};
return f;
};
function __range__(left, right, inclusive) {
var range = [];
var ascending = left < right;
var end = !inclusive ? right : ascending ? right + 1 : right - 1;
for (var i = left; ascending ? i < end : i > end; ascending ? i++ : i--) {
range.push(i);
}
return range;
}
//
// interpolates between a set of colors uzing a bezier spline
//
// @requires utils lab
var bezier = function(colors) {
var assign, assign$1, assign$2;
var I, lab0, lab1, lab2;
colors = colors.map(function (c) { return new Color_1(c); });
if (colors.length === 2) {
// linear interpolation
(assign = colors.map(function (c) { return c.lab(); }), lab0 = assign[0], lab1 = assign[1]);
I = function(t) {
var lab = ([0, 1, 2].map(function (i) { return lab0[i] + (t * (lab1[i] - lab0[i])); }));
return new Color_1(lab, 'lab');
};
} else if (colors.length === 3) {
// quadratic bezier interpolation
(assign$1 = colors.map(function (c) { return c.lab(); }), lab0 = assign$1[0], lab1 = assign$1[1], lab2 = assign$1[2]);
I = function(t) {
var lab = ([0, 1, 2].map(function (i) { return ((1-t)*(1-t) * lab0[i]) + (2 * (1-t) * t * lab1[i]) + (t * t * lab2[i]); }));
return new Color_1(lab, 'lab');
};
} else if (colors.length === 4) {
// cubic bezier interpolation
var lab3;
(assign$2 = colors.map(function (c) { return c.lab(); }), lab0 = assign$2[0], lab1 = assign$2[1], lab2 = assign$2[2], lab3 = assign$2[3]);
I = function(t) {
var lab = ([0, 1, 2].map(function (i) { return ((1-t)*(1-t)*(1-t) * lab0[i]) + (3 * (1-t) * (1-t) * t * lab1[i]) + (3 * (1-t) * t * t * lab2[i]) + (t*t*t * lab3[i]); }));
return new Color_1(lab, 'lab');
};
} else if (colors.length === 5) {
var I0 = bezier(colors.slice(0, 3));
var I1 = bezier(colors.slice(2, 5));
I = function(t) {
if (t < 0.5) {
return I0(t*2);
} else {
return I1((t-0.5)*2);
}
};
}
return I;
};
var bezier_1 = function (colors) {
var f = bezier(colors);
f.scale = function () { return scale(f); };
return f;
};
/*
* interpolates between a set of colors uzing a bezier spline
* blend mode formulas taken from http://www.venture-ware.com/kevin/coding/lets-learn-math-photoshop-blend-modes/
*/
var blend = function (bottom, top, mode) {
if (!blend[mode]) {
throw new Error('unknown blend mode ' + mode);
}
return blend[mode](bottom, top);
};
var blend_f = function (f) { return function (bottom,top) {
var c0 = chroma_1(top).rgb();
var c1 = chroma_1(bottom).rgb();
return chroma_1.rgb(f(c0, c1));
}; };
var each = function (f) { return function (c0, c1) {
var out = [];
out[0] = f(c0[0], c1[0]);
out[1] = f(c0[1], c1[1]);
out[2] = f(c0[2], c1[2]);
return out;
}; };
var normal = function (a) { return a; };
var multiply = function (a,b) { return a * b / 255; };
var darken$1 = function (a,b) { return a > b ? b : a; };
var lighten = function (a,b) { return a > b ? a : b; };
var screen = function (a,b) { return 255 * (1 - (1-a/255) * (1-b/255)); };
var overlay = function (a,b) { return b < 128 ? 2 * a * b / 255 : 255 * (1 - 2 * (1 - a / 255 ) * ( 1 - b / 255 )); };
var burn = function (a,b) { return 255 * (1 - (1 - b / 255) / (a/255)); };
var dodge = function (a,b) {
if (a === 255) { return 255; }
a = 255 * (b / 255) / (1 - a / 255);
return a > 255 ? 255 : a
};
// # add = (a,b) ->
// # if (a + b > 255) then 255 else a + b
blend.normal = blend_f(each(normal));
blend.multiply = blend_f(each(multiply));
blend.screen = blend_f(each(screen));
blend.overlay = blend_f(each(overlay));
blend.darken = blend_f(each(darken$1));
blend.lighten = blend_f(each(lighten));
blend.dodge = blend_f(each(dodge));
blend.burn = blend_f(each(burn));
// blend.add = blend_f(each(add));
var blend_1 = blend;
// cubehelix interpolation
// based on D.A. Green "A colour scheme for the display of astronomical intensity images"
// http://astron-soc.in/bulletin/11June/289392011.pdf
var type$k = utils.type;
var clip_rgb$3 = utils.clip_rgb;
var TWOPI$2 = utils.TWOPI;
var pow$6 = Math.pow;
var sin$2 = Math.sin;
var cos$3 = Math.cos;
var cubehelix = function(start, rotations, hue, gamma, lightness) {
if ( start === void 0 ) start=300;
if ( rotations === void 0 ) rotations=-1.5;
if ( hue === void 0 ) hue=1;
if ( gamma === void 0 ) gamma=1;
if ( lightness === void 0 ) lightness=[0,1];
var dh = 0, dl;
if (type$k(lightness) === 'array') {
dl = lightness[1] - lightness[0];
} else {
dl = 0;
lightness = [lightness, lightness];
}
var f = function(fract) {
var a = TWOPI$2 * (((start+120)/360) + (rotations * fract));
var l = pow$6(lightness[0] + (dl * fract), gamma);
var h = dh !== 0 ? hue[0] + (fract * dh) : hue;
var amp = (h * l * (1-l)) / 2;
var cos_a = cos$3(a);
var sin_a = sin$2(a);
var r = l + (amp * ((-0.14861 * cos_a) + (1.78277* sin_a)));
var g = l + (amp * ((-0.29227 * cos_a) - (0.90649* sin_a)));
var b = l + (amp * (+1.97294 * cos_a));
return chroma_1(clip_rgb$3([r*255,g*255,b*255,1]));
};
f.start = function(s) {
if ((s == null)) { return start; }
start = s;
return f;
};
f.rotations = function(r) {
if ((r == null)) { return rotations; }
rotations = r;
return f;
};
f.gamma = function(g) {
if ((g == null)) { return gamma; }
gamma = g;
return f;
};
f.hue = function(h) {
if ((h == null)) { return hue; }
hue = h;
if (type$k(hue) === 'array') {
dh = hue[1] - hue[0];
if (dh === 0) { hue = hue[1]; }
} else {
dh = 0;
}
return f;
};
f.lightness = function(h) {
if ((h == null)) { return lightness; }
if (type$k(h) === 'array') {
lightness = h;
dl = h[1] - h[0];
} else {
lightness = [h,h];
dl = 0;
}
return f;
};
f.scale = function () { return chroma_1.scale(f); };
f.hue(hue);
return f;
};
var digits = '0123456789abcdef';
var floor$2 = Math.floor;
var random = Math.random;
var random_1 = function () {
var code = '#';
for (var i=0; i<6; i++) {
code += digits.charAt(floor$2(random() * 16));
}
return new Color_1(code, 'hex');
};
var log$1 = Math.log;
var pow$7 = Math.pow;
var floor$3 = Math.floor;
var abs = Math.abs;
var analyze = function (data, key) {
if ( key === void 0 ) key=null;
var r = {
min: Number.MAX_VALUE,
max: Number.MAX_VALUE*-1,
sum: 0,
values: [],
count: 0
};
if (type(data) === 'object') {
data = Object.values(data);
}
data.forEach(function (val) {
if (key && type(val) === 'object') { val = val[key]; }
if (val !== undefined && val !== null && !isNaN(val)) {
r.values.push(val);
r.sum += val;
if (val < r.min) { r.min = val; }
if (val > r.max) { r.max = val; }
r.count += 1;
}
});
r.domain = [r.min, r.max];
r.limits = function (mode, num) { return limits(r, mode, num); };
return r;
};
var limits = function (data, mode, num) {
if ( mode === void 0 ) mode='equal';
if ( num === void 0 ) num=7;
if (type(data) == 'array') {
data = analyze(data);
}
var min = data.min;
var max = data.max;
var values = data.values.sort(function (a,b) { return a-b; });
if (num === 1) { return [min,max]; }
var limits = [];
if (mode.substr(0,1) === 'c') { // continuous
limits.push(min);
limits.push(max);
}
if (mode.substr(0,1) === 'e') { // equal interval
limits.push(min);
for (var i=1; i 0');
}
var min_log = Math.LOG10E * log$1(min);
var max_log = Math.LOG10E * log$1(max);
limits.push(min);
for (var i$1=1; i$1 pb
var pr = p - pb;
limits.push((values[pb]*(1-pr)) + (values[pb+1]*pr));
}
}
limits.push(max);
}
else if (mode.substr(0,1) === 'k') { // k-means clustering
/*
implementation based on
http://code.google.com/p/figue/source/browse/trunk/figue.js#336
simplified for 1-d input values
*/
var cluster;
var n = values.length;
var assignments = new Array(n);
var clusterSizes = new Array(num);
var repeat = true;
var nb_iters = 0;
var centroids = null;
// get seed values
centroids = [];
centroids.push(min);
for (var i$3=1; i$3 200) {
repeat = false;
}
}
// finished k-means clustering
// the next part is borrowed from gabrielflor.it
var kClusters = {};
for (var j$5=0; j$5 l2 ? (l1 + 0.05) / (l2 + 0.05) : (l2 + 0.05) / (l1 + 0.05);
};
var sqrt$4 = Math.sqrt;
var atan2$2 = Math.atan2;
var abs$1 = Math.abs;
var cos$4 = Math.cos;
var PI$2 = Math.PI;
var deltaE = function(a, b, L, C) {
if ( L === void 0 ) L=1;
if ( C === void 0 ) C=1;
// Delta E (CMC)
// see http://www.brucelindbloom.com/index.html?Eqn_DeltaE_CMC.html
a = new Color_1(a);
b = new Color_1(b);
var ref = Array.from(a.lab());
var L1 = ref[0];
var a1 = ref[1];
var b1 = ref[2];
var ref$1 = Array.from(b.lab());
var L2 = ref$1[0];
var a2 = ref$1[1];
var b2 = ref$1[2];
var c1 = sqrt$4((a1 * a1) + (b1 * b1));
var c2 = sqrt$4((a2 * a2) + (b2 * b2));
var sl = L1 < 16.0 ? 0.511 : (0.040975 * L1) / (1.0 + (0.01765 * L1));
var sc = ((0.0638 * c1) / (1.0 + (0.0131 * c1))) + 0.638;
var h1 = c1 < 0.000001 ? 0.0 : (atan2$2(b1, a1) * 180.0) / PI$2;
while (h1 < 0) { h1 += 360; }
while (h1 >= 360) { h1 -= 360; }
var t = (h1 >= 164.0) && (h1 <= 345.0) ? (0.56 + abs$1(0.2 * cos$4((PI$2 * (h1 + 168.0)) / 180.0))) : (0.36 + abs$1(0.4 * cos$4((PI$2 * (h1 + 35.0)) / 180.0)));
var c4 = c1 * c1 * c1 * c1;
var f = sqrt$4(c4 / (c4 + 1900.0));
var sh = sc * (((f * t) + 1.0) - f);
var delL = L1 - L2;
var delC = c1 - c2;
var delA = a1 - a2;
var delB = b1 - b2;
var dH2 = ((delA * delA) + (delB * delB)) - (delC * delC);
var v1 = delL / (L * sl);
var v2 = delC / (C * sc);
var v3 = sh;
return sqrt$4((v1 * v1) + (v2 * v2) + (dH2 / (v3 * v3)));
};
// simple Euclidean distance
var distance = function(a, b, mode) {
if ( mode === void 0 ) mode='lab';
// Delta E (CIE 1976)
// see http://www.brucelindbloom.com/index.html?Equations.html
a = new Color_1(a);
b = new Color_1(b);
var l1 = a.get(mode);
var l2 = b.get(mode);
var sum_sq = 0;
for (var i in l1) {
var d = (l1[i] || 0) - (l2[i] || 0);
sum_sq += d*d;
}
return Math.sqrt(sum_sq);
};
var valid = function () {
var args = [], len = arguments.length;
while ( len-- ) args[ len ] = arguments[ len ];
try {
new (Function.prototype.bind.apply( Color_1, [ null ].concat( args) ));
return true;
} catch (e) {
return false;
}
};
// some pre-defined color scales:
var scales = {
cool: function cool() { return scale([chroma_1.hsl(180,1,.9), chroma_1.hsl(250,.7,.4)]) },
hot: function hot() { return scale(['#000','#f00','#ff0','#fff'], [0,.25,.75,1]).mode('rgb') }
};
/**
ColorBrewer colors for chroma.js
Copyright (c) 2002 Cynthia Brewer, Mark Harrower, and The
Pennsylvania State University.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the License for the
specific language governing permissions and limitations under the License.
*/
var colorbrewer = {
// sequential
OrRd: ['#fff7ec', '#fee8c8', '#fdd49e', '#fdbb84', '#fc8d59', '#ef6548', '#d7301f', '#b30000', '#7f0000'],
PuBu: ['#fff7fb', '#ece7f2', '#d0d1e6', '#a6bddb', '#74a9cf', '#3690c0', '#0570b0', '#045a8d', '#023858'],
BuPu: ['#f7fcfd', '#e0ecf4', '#bfd3e6', '#9ebcda', '#8c96c6', '#8c6bb1', '#88419d', '#810f7c', '#4d004b'],
Oranges: ['#fff5eb', '#fee6ce', '#fdd0a2', '#fdae6b', '#fd8d3c', '#f16913', '#d94801', '#a63603', '#7f2704'],
BuGn: ['#f7fcfd', '#e5f5f9', '#ccece6', '#99d8c9', '#66c2a4', '#41ae76', '#238b45', '#006d2c', '#00441b'],
YlOrBr: ['#ffffe5', '#fff7bc', '#fee391', '#fec44f', '#fe9929', '#ec7014', '#cc4c02', '#993404', '#662506'],
YlGn: ['#ffffe5', '#f7fcb9', '#d9f0a3', '#addd8e', '#78c679', '#41ab5d', '#238443', '#006837', '#004529'],
Reds: ['#fff5f0', '#fee0d2', '#fcbba1', '#fc9272', '#fb6a4a', '#ef3b2c', '#cb181d', '#a50f15', '#67000d'],
RdPu: ['#fff7f3', '#fde0dd', '#fcc5c0', '#fa9fb5', '#f768a1', '#dd3497', '#ae017e', '#7a0177', '#49006a'],
Greens: ['#f7fcf5', '#e5f5e0', '#c7e9c0', '#a1d99b', '#74c476', '#41ab5d', '#238b45', '#006d2c', '#00441b'],
YlGnBu: ['#ffffd9', '#edf8b1', '#c7e9b4', '#7fcdbb', '#41b6c4', '#1d91c0', '#225ea8', '#253494', '#081d58'],
Purples: ['#fcfbfd', '#efedf5', '#dadaeb', '#bcbddc', '#9e9ac8', '#807dba', '#6a51a3', '#54278f', '#3f007d'],
GnBu: ['#f7fcf0', '#e0f3db', '#ccebc5', '#a8ddb5', '#7bccc4', '#4eb3d3', '#2b8cbe', '#0868ac', '#084081'],
Greys: ['#ffffff', '#f0f0f0', '#d9d9d9', '#bdbdbd', '#969696', '#737373', '#525252', '#252525', '#000000'],
YlOrRd: ['#ffffcc', '#ffeda0', '#fed976', '#feb24c', '#fd8d3c', '#fc4e2a', '#e31a1c', '#bd0026', '#800026'],
PuRd: ['#f7f4f9', '#e7e1ef', '#d4b9da', '#c994c7', '#df65b0', '#e7298a', '#ce1256', '#980043', '#67001f'],
Blues: ['#f7fbff', '#deebf7', '#c6dbef', '#9ecae1', '#6baed6', '#4292c6', '#2171b5', '#08519c', '#08306b'],
PuBuGn: ['#fff7fb', '#ece2f0', '#d0d1e6', '#a6bddb', '#67a9cf', '#3690c0', '#02818a', '#016c59', '#014636'],
Viridis: ['#440154', '#482777', '#3f4a8a', '#31678e', '#26838f', '#1f9d8a', '#6cce5a', '#b6de2b', '#fee825'],
// diverging
Spectral: ['#9e0142', '#d53e4f', '#f46d43', '#fdae61', '#fee08b', '#ffffbf', '#e6f598', '#abdda4', '#66c2a5', '#3288bd', '#5e4fa2'],
RdYlGn: ['#a50026', '#d73027', '#f46d43', '#fdae61', '#fee08b', '#ffffbf', '#d9ef8b', '#a6d96a', '#66bd63', '#1a9850', '#006837'],
RdBu: ['#67001f', '#b2182b', '#d6604d', '#f4a582', '#fddbc7', '#f7f7f7', '#d1e5f0', '#92c5de', '#4393c3', '#2166ac', '#053061'],
PiYG: ['#8e0152', '#c51b7d', '#de77ae', '#f1b6da', '#fde0ef', '#f7f7f7', '#e6f5d0', '#b8e186', '#7fbc41', '#4d9221', '#276419'],
PRGn: ['#40004b', '#762a83', '#9970ab', '#c2a5cf', '#e7d4e8', '#f7f7f7', '#d9f0d3', '#a6dba0', '#5aae61', '#1b7837', '#00441b'],
RdYlBu: ['#a50026', '#d73027', '#f46d43', '#fdae61', '#fee090', '#ffffbf', '#e0f3f8', '#abd9e9', '#74add1', '#4575b4', '#313695'],
BrBG: ['#543005', '#8c510a', '#bf812d', '#dfc27d', '#f6e8c3', '#f5f5f5', '#c7eae5', '#80cdc1', '#35978f', '#01665e', '#003c30'],
RdGy: ['#67001f', '#b2182b', '#d6604d', '#f4a582', '#fddbc7', '#ffffff', '#e0e0e0', '#bababa', '#878787', '#4d4d4d', '#1a1a1a'],
PuOr: ['#7f3b08', '#b35806', '#e08214', '#fdb863', '#fee0b6', '#f7f7f7', '#d8daeb', '#b2abd2', '#8073ac', '#542788', '#2d004b'],
// qualitative
Set2: ['#66c2a5', '#fc8d62', '#8da0cb', '#e78ac3', '#a6d854', '#ffd92f', '#e5c494', '#b3b3b3'],
Accent: ['#7fc97f', '#beaed4', '#fdc086', '#ffff99', '#386cb0', '#f0027f', '#bf5b17', '#666666'],
Set1: ['#e41a1c', '#377eb8', '#4daf4a', '#984ea3', '#ff7f00', '#ffff33', '#a65628', '#f781bf', '#999999'],
Set3: ['#8dd3c7', '#ffffb3', '#bebada', '#fb8072', '#80b1d3', '#fdb462', '#b3de69', '#fccde5', '#d9d9d9', '#bc80bd', '#ccebc5', '#ffed6f'],
Dark2: ['#1b9e77', '#d95f02', '#7570b3', '#e7298a', '#66a61e', '#e6ab02', '#a6761d', '#666666'],
Paired: ['#a6cee3', '#1f78b4', '#b2df8a', '#33a02c', '#fb9a99', '#e31a1c', '#fdbf6f', '#ff7f00', '#cab2d6', '#6a3d9a', '#ffff99', '#b15928'],
Pastel2: ['#b3e2cd', '#fdcdac', '#cbd5e8', '#f4cae4', '#e6f5c9', '#fff2ae', '#f1e2cc', '#cccccc'],
Pastel1: ['#fbb4ae', '#b3cde3', '#ccebc5', '#decbe4', '#fed9a6', '#ffffcc', '#e5d8bd', '#fddaec', '#f2f2f2'],
};
// add lowercase aliases for case-insensitive matches
for (var i$1 = 0, list$1 = Object.keys(colorbrewer); i$1 < list$1.length; i$1 += 1) {
var key = list$1[i$1];
colorbrewer[key.toLowerCase()] = colorbrewer[key];
}
var colorbrewer_1 = colorbrewer;
// feel free to comment out anything to rollup
// a smaller chroma.js built
// io --> convert colors
// operators --> modify existing Colors
// interpolators
// generators -- > create new colors
chroma_1.average = average;
chroma_1.bezier = bezier_1;
chroma_1.blend = blend_1;
chroma_1.cubehelix = cubehelix;
chroma_1.mix = chroma_1.interpolate = mix;
chroma_1.random = random_1;
chroma_1.scale = scale;
// other utility methods
chroma_1.analyze = analyze_1.analyze;
chroma_1.contrast = contrast;
chroma_1.deltaE = deltaE;
chroma_1.distance = distance;
chroma_1.limits = analyze_1.limits;
chroma_1.valid = valid;
// scale
chroma_1.scales = scales;
// colors
chroma_1.colors = w3cx11_1;
chroma_1.brewer = colorbrewer_1;
var chroma_js = chroma_1;
return chroma_js;
})));
},{}],46:[function(require,module,exports){
// Generated by CoffeeScript 1.12.7
(function() {
var ColorScheme,
slice = [].slice;
ColorScheme = (function() {
var clone, l, len, ref, typeIsArray, word;
typeIsArray = Array.isArray || function(value) {
return {}.toString.call(value) === '[object Array]';
};
ColorScheme.SCHEMES = {};
ref = "mono monochromatic contrast triade tetrade analogic".split(/\s+/);
for (l = 0, len = ref.length; l < len; l++) {
word = ref[l];
ColorScheme.SCHEMES[word] = true;
}
ColorScheme.PRESETS = {
"default": [-1, -1, 1, -0.7, 0.25, 1, 0.5, 1],
pastel: [0.5, -0.9, 0.5, 0.5, 0.1, 0.9, 0.75, 0.75],
soft: [0.3, -0.8, 0.3, 0.5, 0.1, 0.9, 0.5, 0.75],
light: [0.25, 1, 0.5, 0.75, 0.1, 1, 0.5, 1],
hard: [1, -1, 1, -0.6, 0.1, 1, 0.6, 1],
pale: [0.1, -0.85, 0.1, 0.5, 0.1, 1, 0.1, 0.75]
};
ColorScheme.COLOR_WHEEL = {
0: [255, 0, 0, 100],
15: [255, 51, 0, 100],
30: [255, 102, 0, 100],
45: [255, 128, 0, 100],
60: [255, 153, 0, 100],
75: [255, 178, 0, 100],
90: [255, 204, 0, 100],
105: [255, 229, 0, 100],
120: [255, 255, 0, 100],
135: [204, 255, 0, 100],
150: [153, 255, 0, 100],
165: [51, 255, 0, 100],
180: [0, 204, 0, 80],
195: [0, 178, 102, 70],
210: [0, 153, 153, 60],
225: [0, 102, 178, 70],
240: [0, 51, 204, 80],
255: [25, 25, 178, 70],
270: [51, 0, 153, 60],
285: [64, 0, 153, 60],
300: [102, 0, 153, 60],
315: [153, 0, 153, 60],
330: [204, 0, 153, 80],
345: [229, 0, 102, 90]
};
function ColorScheme() {
var colors, m;
colors = [];
for (m = 1; m <= 4; m++) {
colors.push(new ColorScheme.mutablecolor(60));
}
this.col = colors;
this._scheme = 'mono';
this._distance = 0.5;
this._web_safe = false;
this._add_complement = false;
}
/*
colors()
Returns an array of 4, 8, 12 or 16 colors in RRGGBB hexidecimal notation
(without a leading "#") depending on the color scheme and addComplement
parameter. For each set of four, the first is usually the most saturated color,
the second a darkened version, the third a pale version and fourth
a less-pale version.
For example: With a contrast scheme, "colors()" would return eight colors.
Indexes 1 and 5 could be background colors, 2 and 6 could be foreground colors.
Trust me, it's much better if you check out the Color Scheme web site, whose
URL is listed in "Description"
*/
ColorScheme.prototype.colors = function() {
var dispatch, h, i, j, m, n, output, ref1, used_colors;
used_colors = 1;
h = this.col[0].get_hue();
dispatch = {
mono: (function(_this) {
return function() {};
})(this),
contrast: (function(_this) {
return function() {
used_colors = 2;
_this.col[1].set_hue(h);
return _this.col[1].rotate(180);
};
})(this),
triade: (function(_this) {
return function() {
var dif;
used_colors = 3;
dif = 60 * _this._distance;
_this.col[1].set_hue(h);
_this.col[1].rotate(180 - dif);
_this.col[2].set_hue(h);
return _this.col[2].rotate(180 + dif);
};
})(this),
tetrade: (function(_this) {
return function() {
var dif;
used_colors = 4;
dif = 90 * _this._distance;
_this.col[1].set_hue(h);
_this.col[1].rotate(180);
_this.col[2].set_hue(h);
_this.col[2].rotate(180 + dif);
_this.col[3].set_hue(h);
return _this.col[3].rotate(dif);
};
})(this),
analogic: (function(_this) {
return function() {
var dif;
used_colors = _this._add_complement ? 4 : 3;
dif = 60 * _this._distance;
_this.col[1].set_hue(h);
_this.col[1].rotate(dif);
_this.col[2].set_hue(h);
_this.col[2].rotate(360 - dif);
_this.col[3].set_hue(h);
return _this.col[3].rotate(180);
};
})(this)
};
dispatch['monochromatic'] = dispatch['mono'];
if (dispatch[this._scheme] != null) {
dispatch[this._scheme]();
} else {
throw "Unknown color scheme name: " + this._scheme;
}
output = [];
for (i = m = 0, ref1 = used_colors - 1; 0 <= ref1 ? m <= ref1 : m >= ref1; i = 0 <= ref1 ? ++m : --m) {
for (j = n = 0; n <= 3; j = ++n) {
output[i * 4 + j] = this.col[i].get_hex(this._web_safe, j);
}
}
return output;
};
/*
colorset()
Returns a list of lists of the colors in groups of four. This method simply
allows you to reference a color in the scheme by its group isntead of its
absolute index in the list of colors. I am assuming that "colorset()"
will make it easier to use this module with the templating systems that are
out there.
For example, if you were to follow the synopsis, say you wanted to retrieve
the two darkest colors from the first two groups of the scheme, which is
typically the second color in the group. You could retrieve them with
"colors()"
first_background = (scheme.colors())[1];
second_background = (scheme.colors())[5];
Or, with this method,
first_background = (scheme.colorset())[0][1]
second_background = (scheme.colorset())[1][1]
*/
ColorScheme.prototype.colorset = function() {
var flat_colors, grouped_colors;
flat_colors = clone(this.colors());
grouped_colors = [];
while (flat_colors.length > 0) {
grouped_colors.push(flat_colors.splice(0, 4));
}
return grouped_colors;
};
/*
from_hue( degrees )
Sets the base color hue, where 'degrees' is an integer. (Values greater than
359 and less than 0 wrap back around the wheel.)
The default base hue is 0, or bright red.
*/
ColorScheme.prototype.from_hue = function(h) {
if (h == null) {
throw "from_hue needs an argument";
}
this.col[0].set_hue(h);
return this;
};
ColorScheme.prototype.rgb2ryb = function() {
var blue, green, iN, maxgreen, maxyellow, red, rgb, white, yellow;
rgb = 1 <= arguments.length ? slice.call(arguments, 0) : [];
if ((rgb[0] != null) && typeIsArray(rgb[0])) {
rgb = rgb[0];
}
red = rgb[0], green = rgb[1], blue = rgb[2];
white = Math.min(red, green, blue);
red -= white;
green -= white;
blue -= white;
maxgreen = Math.max(red, green, blue);
yellow = Math.min(red, green);
red -= yellow;
green -= yellow;
if (blue > 0 && green > 0) {
blue /= 2;
green /= 2;
}
yellow += green;
blue += green;
maxyellow = Math.max(red, yellow, blue);
if (maxyellow > 0) {
iN = maxgreen / maxyellow;
red *= iN;
yellow *= iN;
blue *= iN;
}
red += white;
yellow += white;
blue += white;
return [Math.floor(red), Math.floor(yellow), Math.floor(blue)];
};
ColorScheme.prototype.rgb2hsv = function() {
var b, d, g, h, max, min, r, rgb, s, v;
rgb = 1 <= arguments.length ? slice.call(arguments, 0) : [];
if ((rgb[0] != null) && typeIsArray(rgb[0])) {
rgb = rgb[0];
}
r = rgb[0], g = rgb[1], b = rgb[2];
r /= 255;
g /= 255;
b /= 255;
min = Math.min.apply(Math, [r, g, b]);
max = Math.max.apply(Math, [r, g, b]);
d = max - min;
v = max;
s;
if (d > 0) {
s = d / max;
} else {
return [0, 0, v];
}
h = (r === max ? (g - b) / d : (g === max ? 2 + (b - r) / d : 4 + (r - g) / d));
h *= 60;
h %= 360;
return [h, s, v];
};
ColorScheme.prototype.rgbToHsv = function() {
var b, d, g, h, max, min, r, rgb, s, v;
rgb = 1 <= arguments.length ? slice.call(arguments, 0) : [];
if ((rgb[0] != null) && typeIsArray(rgb[0])) {
rgb = rgb[0];
}
r = rgb[0], g = rgb[1], b = rgb[2];
r /= 255;
g /= 255;
b /= 255;
max = Math.max(r, g, b);
min = Math.min(r, g, b);
h = void 0;
s = void 0;
v = max;
d = max - min;
s = max === 0 ? 0 : d / max;
if (max === min) {
h = 0;
} else {
switch (max) {
case r:
h = (g - b) / d + (g < b ? 6 : 0);
break;
case g:
h = (b - r) / d + 2;
break;
case b:
h = (r - g) / d + 4;
}
h /= 6;
}
return [h, s, v];
};
/*
from_hex( color )
Sets the base color to the given color, where 'color' is in the hexidecimal
form RRGGBB. 'color' should not be preceded with a hash (#).
The default base color is the equivalent of #ff0000, or bright red.
*/
ColorScheme.prototype.from_hex = function(hex) {
var b, g, h, h0, h1, h2, hsv, i1, i2, num, r, ref1, ref2, rgbcap, s, v;
if (hex == null) {
throw "from_hex needs an argument";
}
if (!/^([0-9A-F]{2}){3}$/im.test(hex)) {
throw "from_hex(" + hex + ") - argument must be in the form of RRGGBB";
}
rgbcap = /(..)(..)(..)/.exec(hex).slice(1, 4);
ref1 = (function() {
var len1, m, results;
results = [];
for (m = 0, len1 = rgbcap.length; m < len1; m++) {
num = rgbcap[m];
results.push(parseInt(num, 16));
}
return results;
})(), r = ref1[0], g = ref1[1], b = ref1[2];
ref2 = this.rgb2ryb([r, g, b]), r = ref2[0], g = ref2[1], b = ref2[2];
hsv = this.rgbToHsv(r, g, b);
h0 = hsv[0];
h1 = 0;
h2 = 1000;
i1 = null;
i2 = null;
h = null;
s = null;
v = null;
h = hsv[0];
s = hsv[1];
v = hsv[2];
this.from_hue(h * 360);
this._set_variant_preset([s, v, s, v * 0.7, s * 0.25, 1, s * 0.5, 1]);
return this;
};
/*
add_complement( BOOLEAN )
If BOOLEAN is true, an extra set of colors will be produced using the
complement of the selected color.
This only works with the analogic color scheme. The default is false.
*/
ColorScheme.prototype.add_complement = function(b) {
if (b == null) {
throw "add_complement needs an argument";
}
this._add_complement = b;
return this;
};
/*
web_safe( BOOL )
Sets whether the colors returned by L<"colors()"> or L<"colorset()"> will be
web-safe.
The default is false.
*/
ColorScheme.prototype.web_safe = function(b) {
if (b == null) {
throw "web_safe needs an argument";
}
this._web_safe = b;
return this;
};
/*
distance( FLOAT )
'FLOAT'> must be a value from 0 to 1. You might use this with the "triade"
"tetrade" or "analogic" color schemes.
The default is 0.5.
*/
ColorScheme.prototype.distance = function(d) {
if (d == null) {
throw "distance needs an argument";
}
if (d < 0) {
throw "distance(" + d + ") - argument must be >= 0";
}
if (d > 1) {
throw "distance(" + d + ") - argument must be <= 1";
}
this._distance = d;
return this;
};
/*
scheme( name )
'name' must be a valid color scheme name. See "Color Schemes". The default
is "mono"
*/
ColorScheme.prototype.scheme = function(name) {
if (name == null) {
return this._scheme;
} else {
if (ColorScheme.SCHEMES[name] == null) {
throw "'" + name + "' isn't a valid scheme name";
}
this._scheme = name;
return this;
}
};
/*
variation( name )
'name' must be a valid color variation name. See "Color Variations"
*/
ColorScheme.prototype.variation = function(v) {
if (v == null) {
throw "variation needs an argument";
}
if (ColorScheme.PRESETS[v] == null) {
throw "'$v' isn't a valid variation name";
}
this._set_variant_preset(ColorScheme.PRESETS[v]);
return this;
};
ColorScheme.prototype._set_variant_preset = function(p) {
var i, m, results;
results = [];
for (i = m = 0; m <= 3; i = ++m) {
results.push(this.col[i].set_variant_preset(p));
}
return results;
};
clone = function(obj) {
var flags, key, newInstance;
if ((obj == null) || typeof obj !== 'object') {
return obj;
}
if (obj instanceof Date) {
return new Date(obj.getTime());
}
if (obj instanceof RegExp) {
flags = '';
if (obj.global != null) {
flags += 'g';
}
if (obj.ignoreCase != null) {
flags += 'i';
}
if (obj.multiline != null) {
flags += 'm';
}
if (obj.sticky != null) {
flags += 'y';
}
return new RegExp(obj.source, flags);
}
newInstance = new obj.constructor();
for (key in obj) {
newInstance[key] = clone(obj[key]);
}
return newInstance;
};
ColorScheme.mutablecolor = (function() {
mutablecolor.prototype.hue = 0;
mutablecolor.prototype.saturation = [];
mutablecolor.prototype.value = [];
mutablecolor.prototype.base_red = 0;
mutablecolor.prototype.base_green = 0;
mutablecolor.prototype.base_saturation = 0;
mutablecolor.prototype.base_value = 0;
function mutablecolor(hue) {
if (hue == null) {
throw "No hue specified";
}
this.saturation = [];
this.value = [];
this.base_red = 0;
this.base_green = 0;
this.base_blue = 0;
this.base_saturation = 0;
this.base_value = 0;
this.set_hue(hue);
this.set_variant_preset(ColorScheme.PRESETS['default']);
}
mutablecolor.prototype.get_hue = function() {
return this.hue;
};
mutablecolor.prototype.set_hue = function(h) {
var avrg, color, colorset1, colorset2, d, derivative1, derivative2, en, i, k;
avrg = function(a, b, k) {
return a + Math.round((b - a) * k);
};
this.hue = Math.round(h % 360);
d = this.hue % 15 + (this.hue - Math.floor(this.hue));
k = d / 15;
derivative1 = this.hue - Math.floor(d);
derivative2 = (derivative1 + 15) % 360;
if (derivative1 === 360) {
derivative1 = 0;
}
if (derivative2 === 360) {
derivative2 = 0;
}
colorset1 = ColorScheme.COLOR_WHEEL[derivative1];
colorset2 = ColorScheme.COLOR_WHEEL[derivative2];
en = {
red: 0,
green: 1,
blue: 2,
value: 3
};
for (color in en) {
i = en[color];
this["base_" + color] = avrg(colorset1[i], colorset2[i], k);
}
this.base_saturation = avrg(100, 100, k) / 100;
return this.base_value /= 100;
};
mutablecolor.prototype.rotate = function(angle) {
var newhue;
newhue = (this.hue + angle) % 360;
return this.set_hue(newhue);
};
mutablecolor.prototype.get_saturation = function(variation) {
var s, x;
x = this.saturation[variation];
s = x < 0 ? -x * this.base_saturation : x;
if (s > 1) {
s = 1;
}
if (s < 0) {
s = 0;
}
return s;
};
mutablecolor.prototype.get_value = function(variation) {
var v, x;
x = this.value[variation];
v = x < 0 ? -x * this.base_value : x;
if (v > 1) {
v = 1;
}
if (v < 0) {
v = 0;
}
return v;
};
mutablecolor.prototype.set_variant = function(variation, s, v) {
this.saturation[variation] = s;
return this.value[variation] = v;
};
mutablecolor.prototype.set_variant_preset = function(p) {
var i, m, results;
results = [];
for (i = m = 0; m <= 3; i = ++m) {
results.push(this.set_variant(i, p[2 * i], p[2 * i + 1]));
}
return results;
};
mutablecolor.prototype.get_hex = function(web_safe, variation) {
var c, color, formatted, i, k, len1, len2, m, max, min, n, ref1, rgb, rgbVal, s, str, v;
max = Math.max.apply(Math, (function() {
var len1, m, ref1, results;
ref1 = ['red', 'green', 'blue'];
results = [];
for (m = 0, len1 = ref1.length; m < len1; m++) {
color = ref1[m];
results.push(this["base_" + color]);
}
return results;
}).call(this));
min = Math.min.apply(Math, (function() {
var len1, m, ref1, results;
ref1 = ['red', 'green', 'blue'];
results = [];
for (m = 0, len1 = ref1.length; m < len1; m++) {
color = ref1[m];
results.push(this["base_" + color]);
}
return results;
}).call(this));
v = (variation < 0 ? this.base_value : this.get_value(variation)) * 255;
s = variation < 0 ? this.base_saturation : this.get_saturation(variation);
k = max > 0 ? v / max : 0;
rgb = [];
ref1 = ['red', 'green', 'blue'];
for (m = 0, len1 = ref1.length; m < len1; m++) {
color = ref1[m];
rgbVal = Math.min.apply(Math, [255, Math.round(v - (v - this["base_" + color] * k) * s)]);
rgb.push(rgbVal);
}
if (web_safe) {
rgb = (function() {
var len2, n, results;
results = [];
for (n = 0, len2 = rgb.length; n < len2; n++) {
c = rgb[n];
results.push(Math.round(c / 51) * 51);
}
return results;
})();
}
formatted = "";
for (n = 0, len2 = rgb.length; n < len2; n++) {
i = rgb[n];
str = i.toString(16);
if (str.length < 2) {
str = "0" + str;
}
formatted += str;
}
return formatted;
};
return mutablecolor;
})();
return ColorScheme;
})();
if ((typeof module !== "undefined" && module !== null) && (module.exports != null)) {
module.exports = ColorScheme;
} else {
if (typeof define === 'function' && define.amd) {
define([], function() {
return ColorScheme;
});
} else {
window.ColorScheme = ColorScheme;
}
}
}).call(this);
},{}],47:[function(require,module,exports){
/**
* Expose `Emitter`.
*/
if (typeof module !== 'undefined') {
module.exports = Emitter;
}
/**
* Initialize a new `Emitter`.
*
* @api public
*/
function Emitter(obj) {
if (obj) return mixin(obj);
};
/**
* Mixin the emitter properties.
*
* @param {Object} obj
* @return {Object}
* @api private
*/
function mixin(obj) {
for (var key in Emitter.prototype) {
obj[key] = Emitter.prototype[key];
}
return obj;
}
/**
* Listen on the given `event` with `fn`.
*
* @param {String} event
* @param {Function} fn
* @return {Emitter}
* @api public
*/
Emitter.prototype.on =
Emitter.prototype.addEventListener = function(event, fn){
this._callbacks = this._callbacks || {};
(this._callbacks['$' + event] = this._callbacks['$' + event] || [])
.push(fn);
return this;
};
/**
* Adds an `event` listener that will be invoked a single
* time then automatically removed.
*
* @param {String} event
* @param {Function} fn
* @return {Emitter}
* @api public
*/
Emitter.prototype.once = function(event, fn){
function on() {
this.off(event, on);
fn.apply(this, arguments);
}
on.fn = fn;
this.on(event, on);
return this;
};
/**
* Remove the given callback for `event` or all
* registered callbacks.
*
* @param {String} event
* @param {Function} fn
* @return {Emitter}
* @api public
*/
Emitter.prototype.off =
Emitter.prototype.removeListener =
Emitter.prototype.removeAllListeners =
Emitter.prototype.removeEventListener = function(event, fn){
this._callbacks = this._callbacks || {};
// all
if (0 == arguments.length) {
this._callbacks = {};
return this;
}
// specific event
var callbacks = this._callbacks['$' + event];
if (!callbacks) return this;
// remove all handlers
if (1 == arguments.length) {
delete this._callbacks['$' + event];
return this;
}
// remove specific handler
var cb;
for (var i = 0; i < callbacks.length; i++) {
cb = callbacks[i];
if (cb === fn || cb.fn === fn) {
callbacks.splice(i, 1);
break;
}
}
// Remove event specific arrays for event types that no
// one is subscribed for to avoid memory leak.
if (callbacks.length === 0) {
delete this._callbacks['$' + event];
}
return this;
};
/**
* Emit `event` with the given args.
*
* @param {String} event
* @param {Mixed} ...
* @return {Emitter}
*/
Emitter.prototype.emit = function(event){
this._callbacks = this._callbacks || {};
var args = new Array(arguments.length - 1)
, callbacks = this._callbacks['$' + event];
for (var i = 1; i < arguments.length; i++) {
args[i - 1] = arguments[i];
}
if (callbacks) {
callbacks = callbacks.slice(0);
for (var i = 0, len = callbacks.length; i < len; ++i) {
callbacks[i].apply(this, args);
}
}
return this;
};
/**
* Return array of callbacks for `event`.
*
* @param {String} event
* @return {Array}
* @api public
*/
Emitter.prototype.listeners = function(event){
this._callbacks = this._callbacks || {};
return this._callbacks['$' + event] || [];
};
/**
* Check if this emitter has `event` handlers.
*
* @param {String} event
* @return {Boolean}
* @api public
*/
Emitter.prototype.hasListeners = function(event){
return !! this.listeners(event).length;
};
},{}],48:[function(require,module,exports){
(function (process){
function detect() {
if (typeof navigator !== 'undefined') {
return parseUserAgent(navigator.userAgent);
}
return getNodeVersion();
}
function detectOS(userAgentString) {
var rules = getOperatingSystemRules();
var detected = rules.filter(function (os) {
return os.rule && os.rule.test(userAgentString);
})[0];
return detected ? detected.name : null;
}
function getNodeVersion() {
var isNode = typeof process !== 'undefined' && process.version;
return isNode && {
name: 'node',
version: process.version.slice(1),
os: process.platform
};
}
function parseUserAgent(userAgentString) {
var browsers = getBrowserRules();
if (!userAgentString) {
return null;
}
var detected = browsers.map(function(browser) {
var match = browser.rule.exec(userAgentString);
var version = match && match[1].split(/[._]/).slice(0,3);
if (version && version.length < 3) {
version = version.concat(version.length == 1 ? [0, 0] : [0]);
}
return match && {
name: browser.name,
version: version.join('.')
};
}).filter(Boolean)[0] || null;
if (detected) {
detected.os = detectOS(userAgentString);
}
if (/alexa|bot|crawl(er|ing)|facebookexternalhit|feedburner|google web preview|nagios|postrank|pingdom|slurp|spider|yahoo!|yandex/i.test(userAgentString)) {
detected = detected || {};
detected.bot = true;
}
return detected;
}
function getBrowserRules() {
return buildRules([
[ 'aol', /AOLShield\/([0-9\._]+)/ ],
[ 'edge', /Edge\/([0-9\._]+)/ ],
[ 'yandexbrowser', /YaBrowser\/([0-9\._]+)/ ],
[ 'vivaldi', /Vivaldi\/([0-9\.]+)/ ],
[ 'kakaotalk', /KAKAOTALK\s([0-9\.]+)/ ],
[ 'samsung', /SamsungBrowser\/([0-9\.]+)/ ],
[ 'chrome', /(?!Chrom.*OPR)Chrom(?:e|ium)\/([0-9\.]+)(:?\s|$)/ ],
[ 'phantomjs', /PhantomJS\/([0-9\.]+)(:?\s|$)/ ],
[ 'crios', /CriOS\/([0-9\.]+)(:?\s|$)/ ],
[ 'firefox', /Firefox\/([0-9\.]+)(?:\s|$)/ ],
[ 'fxios', /FxiOS\/([0-9\.]+)/ ],
[ 'opera', /Opera\/([0-9\.]+)(?:\s|$)/ ],
[ 'opera', /OPR\/([0-9\.]+)(:?\s|$)$/ ],
[ 'ie', /Trident\/7\.0.*rv\:([0-9\.]+).*\).*Gecko$/ ],
[ 'ie', /MSIE\s([0-9\.]+);.*Trident\/[4-7].0/ ],
[ 'ie', /MSIE\s(7\.0)/ ],
[ 'bb10', /BB10;\sTouch.*Version\/([0-9\.]+)/ ],
[ 'android', /Android\s([0-9\.]+)/ ],
[ 'ios', /Version\/([0-9\._]+).*Mobile.*Safari.*/ ],
[ 'safari', /Version\/([0-9\._]+).*Safari/ ],
[ 'facebook', /FBAV\/([0-9\.]+)/],
[ 'instagram', /Instagram\s([0-9\.]+)/],
[ 'ios-webview', /AppleWebKit\/([0-9\.]+).*Mobile/]
]);
}
function getOperatingSystemRules() {
return buildRules([
[ 'iOS', /iP(hone|od|ad)/ ],
[ 'Android OS', /Android/ ],
[ 'BlackBerry OS', /BlackBerry|BB10/ ],
[ 'Windows Mobile', /IEMobile/ ],
[ 'Amazon OS', /Kindle/ ],
[ 'Windows 3.11', /Win16/ ],
[ 'Windows 95', /(Windows 95)|(Win95)|(Windows_95)/ ],
[ 'Windows 98', /(Windows 98)|(Win98)/ ],
[ 'Windows 2000', /(Windows NT 5.0)|(Windows 2000)/ ],
[ 'Windows XP', /(Windows NT 5.1)|(Windows XP)/ ],
[ 'Windows Server 2003', /(Windows NT 5.2)/ ],
[ 'Windows Vista', /(Windows NT 6.0)/ ],
[ 'Windows 7', /(Windows NT 6.1)/ ],
[ 'Windows 8', /(Windows NT 6.2)/ ],
[ 'Windows 8.1', /(Windows NT 6.3)/ ],
[ 'Windows 10', /(Windows NT 10.0)/ ],
[ 'Windows ME', /Windows ME/ ],
[ 'Open BSD', /OpenBSD/ ],
[ 'Sun OS', /SunOS/ ],
[ 'Linux', /(Linux)|(X11)/ ],
[ 'Mac OS', /(Mac_PowerPC)|(Macintosh)/ ],
[ 'QNX', /QNX/ ],
[ 'BeOS', /BeOS/ ],
[ 'OS/2', /OS\/2/ ],
[ 'Search Bot', /(nuhk)|(Googlebot)|(Yammybot)|(Openbot)|(Slurp)|(MSNBot)|(Ask Jeeves\/Teoma)|(ia_archiver)/ ]
]);
}
function buildRules(ruleTuples) {
return ruleTuples.map(function(tuple) {
return {
name: tuple[0],
rule: tuple[1]
};
});
}
module.exports = {
detect: detect,
detectOS: detectOS,
getNodeVersion: getNodeVersion,
parseUserAgent: parseUserAgent
};
}).call(this,require('_process'))
},{"_process":379}],49:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports["default"] = void 0;
var _utils = _interopRequireDefault(require("./utils"));
var _deepClone = _interopRequireDefault(require("mout/lang/deepClone"));
var _deepEquals = _interopRequireDefault(require("mout/lang/deepEquals"));
var _chromaJs = _interopRequireDefault(require("chroma-js"));
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { "default": obj }; }
function _createForOfIteratorHelper(o) { if (typeof Symbol === "undefined" || o[Symbol.iterator] == null) { if (Array.isArray(o) || (o = _unsupportedIterableToArray(o))) { var i = 0; var F = function F() {}; return { s: F, n: function n() { if (i >= o.length) return { done: true }; return { done: false, value: o[i++] }; }, e: function e(_e) { throw _e; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var it, normalCompletion = true, didErr = false, err; return { s: function s() { it = o[Symbol.iterator](); }, n: function n() { var step = it.next(); normalCompletion = step.done; return step; }, e: function e(_e2) { didErr = true; err = _e2; }, f: function f() { try { if (!normalCompletion && it["return"] != null) it["return"](); } finally { if (didErr) throw err; } } }; }
function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === "string") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === "Object" && o.constructor) n = o.constructor.name; if (n === "Map" || n === "Set") return Array.from(n); if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }
function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }
function ownKeys(object, enumerableOnly) { var keys = Object.keys(object); if (Object.getOwnPropertySymbols) { var symbols = Object.getOwnPropertySymbols(object); if (enumerableOnly) symbols = symbols.filter(function (sym) { return Object.getOwnPropertyDescriptor(object, sym).enumerable; }); keys.push.apply(keys, symbols); } return keys; }
function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { var source = arguments[i] != null ? arguments[i] : {}; if (i % 2) { ownKeys(Object(source), true).forEach(function (key) { _defineProperty(target, key, source[key]); }); } else if (Object.getOwnPropertyDescriptors) { Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)); } else { ownKeys(Object(source)).forEach(function (key) { Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key)); }); } } return target; }
function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }
var defaults = {
count: 5,
hueMin: 0,
hueMax: 360,
chromaMin: 0,
chromaMax: 100,
lightMin: 0,
lightMax: 100,
quality: 50,
samples: 800
};
var getClosestIndex = function getClosestIndex(colors, color) {
var minDist = Number.MAX_SAFE_INTEGER;
var nearest = 0;
for (var idx = 0; idx < colors.length; idx += 1) {
var sample = colors[idx];
var dist = Math.sqrt(Math.pow(Math.abs(sample[0] - color[0]), 2) + Math.pow(Math.abs(sample[1] - color[1]), 2) + Math.pow(Math.abs(sample[2] - color[2]), 2));
if (dist < minDist) {
minDist = dist;
nearest = idx;
}
}
return nearest;
};
var checkColor = function checkColor(lab, options) {
var color = _chromaJs["default"].lab(lab);
var hcl = color.hcl();
var rgb = color.rgb();
var compLab = _chromaJs["default"].rgb(rgb).lab();
var labTolerance = 2;
return hcl[0] >= options.hueMin && hcl[0] <= options.hueMax && hcl[1] >= options.chromaMin && hcl[1] <= options.chromaMax && hcl[2] >= options.lightMin && hcl[2] <= options.lightMax && compLab[0] >= lab[0] - labTolerance && compLab[0] <= lab[0] + labTolerance && compLab[1] >= lab[1] - labTolerance && compLab[1] <= lab[1] + labTolerance && compLab[2] >= lab[2] - labTolerance && compLab[2] <= lab[2] + labTolerance;
};
var sortByContrast = function sortByContrast(colorList) {
var unsortedColors = colorList.slice(0);
var sortedColors = [unsortedColors.shift()];
while (unsortedColors.length > 0) {
var lastColor = sortedColors[sortedColors.length - 1];
var nearest = 0;
var maxDist = Number.MIN_SAFE_INTEGER;
for (var i = 0; i < unsortedColors.length; i += 1) {
var dist = Math.sqrt(Math.pow(Math.abs(lastColor[0] - unsortedColors[i][0]), 2) + Math.pow(Math.abs(lastColor[1] - unsortedColors[i][1]), 2) + Math.pow(Math.abs(lastColor[2] - unsortedColors[i][2]), 2));
if (dist > maxDist) {
maxDist = dist;
nearest = i;
}
}
sortedColors.push(unsortedColors.splice(nearest, 1)[0]);
}
return sortedColors;
};
var distinctColors = function distinctColors() {
var opts = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
var options = _objectSpread({}, defaults, {}, opts);
if (options.count <= 0) {
return [];
}
if (options.samples < options.count * 3) {
options.samples = Math.ceil(options.count * 3);
}
var colors = [];
var zonesProto = [];
var samples = new Set();
var rangeDivider = Math.ceil(Math.cbrt(options.samples));
var hStep = (options.hueMax - options.hueMin) / rangeDivider;
var cStep = (options.chromaMax - options.chromaMin) / rangeDivider;
var lStep = (options.lightMax - options.lightMin) / rangeDivider;
if (hStep <= 0) {
throw new Error('hueMax must be greater than hueMin!');
}
if (cStep <= 0) {
throw new Error('chromaMax must be greater than chromaMin!');
}
if (lStep <= 0) {
throw new Error('lightMax must be greater than lightMin!');
}
for (var h = options.hueMin + hStep / 2; h <= options.hueMax; h += hStep) {
for (var c = options.chromaMin + cStep / 2; c <= options.chromaMax; c += cStep) {
for (var l = options.lightMin + lStep / 2; l <= options.lightMax; l += lStep) {
var color = _chromaJs["default"].hcl(h, c, l).lab();
if (checkColor(color, options)) {
samples.add(color.toString());
}
}
}
}
samples = Array.from(samples);
samples = samples.map(function (i) {
return i.split(',').map(function (j) {
return parseFloat(j);
});
});
if (samples.length < options.count) {
throw new Error('Not enough samples to generate palette, increase sample count.');
}
var sliceSize = Math.floor(samples.length / options.count);
for (var i = 0; i < samples.length; i += sliceSize) {
colors.push(samples[i]);
zonesProto.push([]);
if (colors.length >= options.count) {
break;
}
}
for (var step = 1; step <= options.quality; step += 1) {
var zones = (0, _deepClone["default"])(zonesProto);
var sampleList = (0, _deepClone["default"])(samples); // Immediately add the closest sample for each color
for (var _i = 0; _i < colors.length; _i += 1) {
var idx = getClosestIndex(sampleList, colors[_i]);
zones[_i].push(sampleList[idx]);
sampleList.splice(idx, 1);
} // Find closest color for each remaining sample
for (var _i2 = 0; _i2 < sampleList.length; _i2 += 1) {
var sample = samples[_i2];
var nearest = getClosestIndex(colors, sample);
zones[nearest].push(samples[_i2]);
}
var lastColors = (0, _deepClone["default"])(colors);
for (var _i3 = 0; _i3 < zones.length; _i3 += 1) {
var zone = zones[_i3];
var size = zone.length;
var Ls = [];
var As = [];
var Bs = [];
var _iterator = _createForOfIteratorHelper(zone),
_step;
try {
for (_iterator.s(); !(_step = _iterator.n()).done;) {
var _sample = _step.value;
Ls.push(_sample[0]);
As.push(_sample[1]);
Bs.push(_sample[2]);
}
} catch (err) {
_iterator.e(err);
} finally {
_iterator.f();
}
var lAvg = _utils["default"].sum(Ls) / size;
var aAvg = _utils["default"].sum(As) / size;
var bAvg = _utils["default"].sum(Bs) / size;
colors[_i3] = [lAvg, aAvg, bAvg];
}
if ((0, _deepEquals["default"])(lastColors, colors)) {
break;
}
}
colors = sortByContrast(colors);
return colors.map(function (lab) {
return _chromaJs["default"].lab(lab);
});
};
var _default = distinctColors;
exports["default"] = _default;
},{"./utils":50,"chroma-js":45,"mout/lang/deepClone":357,"mout/lang/deepEquals":358}],50:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports["default"] = void 0;
var utils = {
sum: function sum(array) {
return array.reduce(function (a, b) {
return a + b;
});
}
};
var _default = utils;
exports["default"] = _default;
},{}],51:[function(require,module,exports){
'use strict';
module.exports = earcut;
module.exports.default = earcut;
function earcut(data, holeIndices, dim) {
dim = dim || 2;
var hasHoles = holeIndices && holeIndices.length,
outerLen = hasHoles ? holeIndices[0] * dim : data.length,
outerNode = linkedList(data, 0, outerLen, dim, true),
triangles = [];
if (!outerNode || outerNode.next === outerNode.prev) return triangles;
var minX, minY, maxX, maxY, x, y, invSize;
if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
minX = maxX = data[0];
minY = maxY = data[1];
for (var i = dim; i < outerLen; i += dim) {
x = data[i];
y = data[i + 1];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// minX, minY and invSize are later used to transform coords into integers for z-order calculation
invSize = Math.max(maxX - minX, maxY - minY);
invSize = invSize !== 0 ? 1 / invSize : 0;
}
earcutLinked(outerNode, triangles, dim, minX, minY, invSize);
return triangles;
}
// create a circular doubly linked list from polygon points in the specified winding order
function linkedList(data, start, end, dim, clockwise) {
var i, last;
if (clockwise === (signedArea(data, start, end, dim) > 0)) {
for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
} else {
for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
}
if (last && equals(last, last.next)) {
removeNode(last);
last = last.next;
}
return last;
}
// eliminate colinear or duplicate points
function filterPoints(start, end) {
if (!start) return start;
if (!end) end = start;
var p = start,
again;
do {
again = false;
if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
removeNode(p);
p = end = p.prev;
if (p === p.next) break;
again = true;
} else {
p = p.next;
}
} while (again || p !== end);
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
if (!ear) return;
// interlink polygon nodes in z-order
if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
var stop = ear,
prev, next;
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
prev = ear.prev;
next = ear.next;
if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
// cut off the triangle
triangles.push(prev.i / dim);
triangles.push(ear.i / dim);
triangles.push(next.i / dim);
removeNode(ear);
// skipping the next vertex leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear === stop) {
// try filtering points and slicing again
if (!pass) {
earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
splitEarcut(ear, triangles, dim, minX, minY, invSize);
}
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
function isEar(ear) {
var a = ear.prev,
b = ear,
c = ear.next;
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
var p = ear.next.next;
while (p !== ear.prev) {
if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) return false;
p = p.next;
}
return true;
}
function isEarHashed(ear, minX, minY, invSize) {
var a = ear.prev,
b = ear,
c = ear.next;
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
// z-order range for the current triangle bbox;
var minZ = zOrder(minTX, minTY, minX, minY, invSize),
maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
var p = ear.prevZ,
n = ear.nextZ;
// look for points inside the triangle in both directions
while (p && p.z >= minZ && n && n.z <= maxZ) {
if (p !== ear.prev && p !== ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
if (n !== ear.prev && n !== ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&
area(n.prev, n, n.next) >= 0) return false;
n = n.nextZ;
}
// look for remaining points in decreasing z-order
while (p && p.z >= minZ) {
if (p !== ear.prev && p !== ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
}
// look for remaining points in increasing z-order
while (n && n.z <= maxZ) {
if (n !== ear.prev && n !== ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&
area(n.prev, n, n.next) >= 0) return false;
n = n.nextZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
function cureLocalIntersections(start, triangles, dim) {
var p = start;
do {
var a = p.prev,
b = p.next.next;
if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
triangles.push(a.i / dim);
triangles.push(p.i / dim);
triangles.push(b.i / dim);
// remove two nodes involved
removeNode(p);
removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p !== start);
return filterPoints(p);
}
// try splitting polygon into two and triangulate them independently
function splitEarcut(start, triangles, dim, minX, minY, invSize) {
// look for a valid diagonal that divides the polygon into two
var a = start;
do {
var b = a.next.next;
while (b !== a.prev) {
if (a.i !== b.i && isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
var c = splitPolygon(a, b);
// filter colinear points around the cuts
a = filterPoints(a, a.next);
c = filterPoints(c, c.next);
// run earcut on each half
earcutLinked(a, triangles, dim, minX, minY, invSize);
earcutLinked(c, triangles, dim, minX, minY, invSize);
return;
}
b = b.next;
}
a = a.next;
} while (a !== start);
}
// link every hole into the outer loop, producing a single-ring polygon without holes
function eliminateHoles(data, holeIndices, outerNode, dim) {
var queue = [],
i, len, start, end, list;
for (i = 0, len = holeIndices.length; i < len; i++) {
start = holeIndices[i] * dim;
end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
list = linkedList(data, start, end, dim, false);
if (list === list.next) list.steiner = true;
queue.push(getLeftmost(list));
}
queue.sort(compareX);
// process holes from left to right
for (i = 0; i < queue.length; i++) {
eliminateHole(queue[i], outerNode);
outerNode = filterPoints(outerNode, outerNode.next);
}
return outerNode;
}
function compareX(a, b) {
return a.x - b.x;
}
// find a bridge between vertices that connects hole with an outer ring and and link it
function eliminateHole(hole, outerNode) {
outerNode = findHoleBridge(hole, outerNode);
if (outerNode) {
var b = splitPolygon(outerNode, hole);
// filter collinear points around the cuts
filterPoints(outerNode, outerNode.next);
filterPoints(b, b.next);
}
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
function findHoleBridge(hole, outerNode) {
var p = outerNode,
hx = hole.x,
hy = hole.y,
qx = -Infinity,
m;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
do {
if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
if (x === hx) {
if (hy === p.y) return p;
if (hy === p.next.y) return p.next;
}
m = p.x < p.next.x ? p : p.next;
}
}
p = p.next;
} while (p !== outerNode);
if (!m) return null;
if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
var stop = m,
mx = m.x,
my = m.y,
tanMin = Infinity,
tan;
p = m;
do {
if (hx >= p.x && p.x >= mx && hx !== p.x &&
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if (locallyInside(p, hole) &&
(tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
m = p;
tanMin = tan;
}
}
p = p.next;
} while (p !== stop);
return m;
}
// whether sector in vertex m contains sector in vertex p in the same coordinates
function sectorContainsSector(m, p) {
return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
}
// interlink polygon nodes in z-order
function indexCurve(start, minX, minY, invSize) {
var p = start;
do {
if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p !== start);
p.prevZ.nextZ = null;
p.prevZ = null;
sortLinked(p);
}
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
function sortLinked(list) {
var i, p, q, e, tail, numMerges, pSize, qSize,
inSize = 1;
do {
p = list;
list = null;
tail = null;
numMerges = 0;
while (p) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (!q) break;
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
e = p;
p = p.nextZ;
pSize--;
} else {
e = q;
q = q.nextZ;
qSize--;
}
if (tail) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
}
// z-order of a point given coords and inverse of the longer side of data bbox
function zOrder(x, y, minX, minY, invSize) {
// coords are transformed into non-negative 15-bit integer range
x = 32767 * (x - minX) * invSize;
y = 32767 * (y - minY) * invSize;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
}
// find the leftmost node of a polygon ring
function getLeftmost(start) {
var p = start,
leftmost = start;
do {
if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
p = p.next;
} while (p !== start);
return leftmost;
}
// check if a point lies within a convex triangle
function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
function isValidDiagonal(a, b) {
return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
(locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
(area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
}
// signed area of a triangle
function area(p, q, r) {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
}
// check if two points are equal
function equals(p1, p2) {
return p1.x === p2.x && p1.y === p2.y;
}
// check if two segments intersect
function intersects(p1, q1, p2, q2) {
var o1 = sign(area(p1, q1, p2));
var o2 = sign(area(p1, q1, q2));
var o3 = sign(area(p2, q2, p1));
var o4 = sign(area(p2, q2, q1));
if (o1 !== o2 && o3 !== o4) return true; // general case
if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
return false;
}
// for collinear points p, q, r, check if point q lies on segment pr
function onSegment(p, q, r) {
return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
}
function sign(num) {
return num > 0 ? 1 : num < 0 ? -1 : 0;
}
// check if a polygon diagonal intersects any polygon segments
function intersectsPolygon(a, b) {
var p = a;
do {
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
intersects(p, p.next, a, b)) return true;
p = p.next;
} while (p !== a);
return false;
}
// check if a polygon diagonal is locally inside the polygon
function locallyInside(a, b) {
return area(a.prev, a, a.next) < 0 ?
area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
}
// check if the middle point of a polygon diagonal is inside the polygon
function middleInside(a, b) {
var p = a,
inside = false,
px = (a.x + b.x) / 2,
py = (a.y + b.y) / 2;
do {
if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
(px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
inside = !inside;
p = p.next;
} while (p !== a);
return inside;
}
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
function splitPolygon(a, b) {
var a2 = new Node(a.i, a.x, a.y),
b2 = new Node(b.i, b.x, b.y),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
}
// create a node and optionally link it with previous one (in a circular doubly linked list)
function insertNode(i, x, y, last) {
var p = new Node(i, x, y);
if (!last) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
}
function removeNode(p) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
}
function Node(i, x, y) {
// vertex index in coordinates array
this.i = i;
// vertex coordinates
this.x = x;
this.y = y;
// previous and next vertex nodes in a polygon ring
this.prev = null;
this.next = null;
// z-order curve value
this.z = null;
// previous and next nodes in z-order
this.prevZ = null;
this.nextZ = null;
// indicates whether this is a steiner point
this.steiner = false;
}
// return a percentage difference between the polygon area and its triangulation area;
// used to verify correctness of triangulation
earcut.deviation = function (data, holeIndices, dim, triangles) {
var hasHoles = holeIndices && holeIndices.length;
var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
if (hasHoles) {
for (var i = 0, len = holeIndices.length; i < len; i++) {
var start = holeIndices[i] * dim;
var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
polygonArea -= Math.abs(signedArea(data, start, end, dim));
}
}
var trianglesArea = 0;
for (i = 0; i < triangles.length; i += 3) {
var a = triangles[i] * dim;
var b = triangles[i + 1] * dim;
var c = triangles[i + 2] * dim;
trianglesArea += Math.abs(
(data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
(data[a] - data[b]) * (data[c + 1] - data[a + 1]));
}
return polygonArea === 0 && trianglesArea === 0 ? 0 :
Math.abs((trianglesArea - polygonArea) / polygonArea);
};
function signedArea(data, start, end, dim) {
var sum = 0;
for (var i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
return sum;
}
// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
earcut.flatten = function (data) {
var dim = data[0][0].length,
result = {vertices: [], holes: [], dimensions: dim},
holeIndex = 0;
for (var i = 0; i < data.length; i++) {
for (var j = 0; j < data[i].length; j++) {
for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);
}
if (i > 0) {
holeIndex += data[i - 1].length;
result.holes.push(holeIndex);
}
}
return result;
};
},{}],52:[function(require,module,exports){
(function (global,setImmediate){
(function(global){
//
// Check for native Promise and it has correct interface
//
var NativePromise = global['Promise'];
var nativePromiseSupported =
NativePromise &&
// Some of these methods are missing from
// Firefox/Chrome experimental implementations
'resolve' in NativePromise &&
'reject' in NativePromise &&
'all' in NativePromise &&
'race' in NativePromise &&
// Older version of the spec had a resolver object
// as the arg rather than a function
(function(){
var resolve;
new NativePromise(function(r){ resolve = r; });
return typeof resolve === 'function';
})();
//
// export if necessary
//
if (typeof exports !== 'undefined' && exports)
{
// node.js
exports.Promise = nativePromiseSupported ? NativePromise : Promise;
exports.Polyfill = Promise;
}
else
{
// AMD
if (typeof define == 'function' && define.amd)
{
define(function(){
return nativePromiseSupported ? NativePromise : Promise;
});
}
else
{
// in browser add to global
if (!nativePromiseSupported)
global['Promise'] = Promise;
}
}
//
// Polyfill
//
var PENDING = 'pending';
var SEALED = 'sealed';
var FULFILLED = 'fulfilled';
var REJECTED = 'rejected';
var NOOP = function(){};
function isArray(value) {
return Object.prototype.toString.call(value) === '[object Array]';
}
// async calls
var asyncSetTimer = typeof setImmediate !== 'undefined' ? setImmediate : setTimeout;
var asyncQueue = [];
var asyncTimer;
function asyncFlush(){
// run promise callbacks
for (var i = 0; i < asyncQueue.length; i++)
asyncQueue[i][0](asyncQueue[i][1]);
// reset async asyncQueue
asyncQueue = [];
asyncTimer = false;
}
function asyncCall(callback, arg){
asyncQueue.push([callback, arg]);
if (!asyncTimer)
{
asyncTimer = true;
asyncSetTimer(asyncFlush, 0);
}
}
function invokeResolver(resolver, promise) {
function resolvePromise(value) {
resolve(promise, value);
}
function rejectPromise(reason) {
reject(promise, reason);
}
try {
resolver(resolvePromise, rejectPromise);
} catch(e) {
rejectPromise(e);
}
}
function invokeCallback(subscriber){
var owner = subscriber.owner;
var settled = owner.state_;
var value = owner.data_;
var callback = subscriber[settled];
var promise = subscriber.then;
if (typeof callback === 'function')
{
settled = FULFILLED;
try {
value = callback(value);
} catch(e) {
reject(promise, e);
}
}
if (!handleThenable(promise, value))
{
if (settled === FULFILLED)
resolve(promise, value);
if (settled === REJECTED)
reject(promise, value);
}
}
function handleThenable(promise, value) {
var resolved;
try {
if (promise === value)
throw new TypeError('A promises callback cannot return that same promise.');
if (value && (typeof value === 'function' || typeof value === 'object'))
{
var then = value.then; // then should be retrived only once
if (typeof then === 'function')
{
then.call(value, function(val){
if (!resolved)
{
resolved = true;
if (value !== val)
resolve(promise, val);
else
fulfill(promise, val);
}
}, function(reason){
if (!resolved)
{
resolved = true;
reject(promise, reason);
}
});
return true;
}
}
} catch (e) {
if (!resolved)
reject(promise, e);
return true;
}
return false;
}
function resolve(promise, value){
if (promise === value || !handleThenable(promise, value))
fulfill(promise, value);
}
function fulfill(promise, value){
if (promise.state_ === PENDING)
{
promise.state_ = SEALED;
promise.data_ = value;
asyncCall(publishFulfillment, promise);
}
}
function reject(promise, reason){
if (promise.state_ === PENDING)
{
promise.state_ = SEALED;
promise.data_ = reason;
asyncCall(publishRejection, promise);
}
}
function publish(promise) {
var callbacks = promise.then_;
promise.then_ = undefined;
for (var i = 0; i < callbacks.length; i++) {
invokeCallback(callbacks[i]);
}
}
function publishFulfillment(promise){
promise.state_ = FULFILLED;
publish(promise);
}
function publishRejection(promise){
promise.state_ = REJECTED;
publish(promise);
}
/**
* @class
*/
function Promise(resolver){
if (typeof resolver !== 'function')
throw new TypeError('Promise constructor takes a function argument');
if (this instanceof Promise === false)
throw new TypeError('Failed to construct \'Promise\': Please use the \'new\' operator, this object constructor cannot be called as a function.');
this.then_ = [];
invokeResolver(resolver, this);
}
Promise.prototype = {
constructor: Promise,
state_: PENDING,
then_: null,
data_: undefined,
then: function(onFulfillment, onRejection){
var subscriber = {
owner: this,
then: new this.constructor(NOOP),
fulfilled: onFulfillment,
rejected: onRejection
};
if (this.state_ === FULFILLED || this.state_ === REJECTED)
{
// already resolved, call callback async
asyncCall(invokeCallback, subscriber);
}
else
{
// subscribe
this.then_.push(subscriber);
}
return subscriber.then;
},
'catch': function(onRejection) {
return this.then(null, onRejection);
}
};
Promise.all = function(promises){
var Class = this;
if (!isArray(promises))
throw new TypeError('You must pass an array to Promise.all().');
return new Class(function(resolve, reject){
var results = [];
var remaining = 0;
function resolver(index){
remaining++;
return function(value){
results[index] = value;
if (!--remaining)
resolve(results);
};
}
for (var i = 0, promise; i < promises.length; i++)
{
promise = promises[i];
if (promise && typeof promise.then === 'function')
promise.then(resolver(i), reject);
else
results[i] = promise;
}
if (!remaining)
resolve(results);
});
};
Promise.race = function(promises){
var Class = this;
if (!isArray(promises))
throw new TypeError('You must pass an array to Promise.race().');
return new Class(function(resolve, reject) {
for (var i = 0, promise; i < promises.length; i++)
{
promise = promises[i];
if (promise && typeof promise.then === 'function')
promise.then(resolve, reject);
else
resolve(promise);
}
});
};
Promise.resolve = function(value){
var Class = this;
if (value && typeof value === 'object' && value.constructor === Class)
return value;
return new Class(function(resolve){
resolve(value);
});
};
Promise.reject = function(reason){
var Class = this;
return new Class(function(resolve, reject){
reject(reason);
});
};
})(typeof window != 'undefined' ? window : typeof global != 'undefined' ? global : typeof self != 'undefined' ? self : this);
}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {},require("timers").setImmediate)
},{"timers":393}],53:[function(require,module,exports){
'use strict';
var has = Object.prototype.hasOwnProperty
, prefix = '~';
/**
* Constructor to create a storage for our `EE` objects.
* An `Events` instance is a plain object whose properties are event names.
*
* @constructor
* @private
*/
function Events() {}
//
// We try to not inherit from `Object.prototype`. In some engines creating an
// instance in this way is faster than calling `Object.create(null)` directly.
// If `Object.create(null)` is not supported we prefix the event names with a
// character to make sure that the built-in object properties are not
// overridden or used as an attack vector.
//
if (Object.create) {
Events.prototype = Object.create(null);
//
// This hack is needed because the `__proto__` property is still inherited in
// some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.
//
if (!new Events().__proto__) prefix = false;
}
/**
* Representation of a single event listener.
*
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} [once=false] Specify if the listener is a one-time listener.
* @constructor
* @private
*/
function EE(fn, context, once) {
this.fn = fn;
this.context = context;
this.once = once || false;
}
/**
* Add a listener for a given event.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} once Specify if the listener is a one-time listener.
* @returns {EventEmitter}
* @private
*/
function addListener(emitter, event, fn, context, once) {
if (typeof fn !== 'function') {
throw new TypeError('The listener must be a function');
}
var listener = new EE(fn, context || emitter, once)
, evt = prefix ? prefix + event : event;
if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;
else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);
else emitter._events[evt] = [emitter._events[evt], listener];
return emitter;
}
/**
* Clear event by name.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} evt The Event name.
* @private
*/
function clearEvent(emitter, evt) {
if (--emitter._eventsCount === 0) emitter._events = new Events();
else delete emitter._events[evt];
}
/**
* Minimal `EventEmitter` interface that is molded against the Node.js
* `EventEmitter` interface.
*
* @constructor
* @public
*/
function EventEmitter() {
this._events = new Events();
this._eventsCount = 0;
}
/**
* Return an array listing the events for which the emitter has registered
* listeners.
*
* @returns {Array}
* @public
*/
EventEmitter.prototype.eventNames = function eventNames() {
var names = []
, events
, name;
if (this._eventsCount === 0) return names;
for (name in (events = this._events)) {
if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);
}
if (Object.getOwnPropertySymbols) {
return names.concat(Object.getOwnPropertySymbols(events));
}
return names;
};
/**
* Return the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Array} The registered listeners.
* @public
*/
EventEmitter.prototype.listeners = function listeners(event) {
var evt = prefix ? prefix + event : event
, handlers = this._events[evt];
if (!handlers) return [];
if (handlers.fn) return [handlers.fn];
for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {
ee[i] = handlers[i].fn;
}
return ee;
};
/**
* Return the number of listeners listening to a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Number} The number of listeners.
* @public
*/
EventEmitter.prototype.listenerCount = function listenerCount(event) {
var evt = prefix ? prefix + event : event
, listeners = this._events[evt];
if (!listeners) return 0;
if (listeners.fn) return 1;
return listeners.length;
};
/**
* Calls each of the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Boolean} `true` if the event had listeners, else `false`.
* @public
*/
EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return false;
var listeners = this._events[evt]
, len = arguments.length
, args
, i;
if (listeners.fn) {
if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);
switch (len) {
case 1: return listeners.fn.call(listeners.context), true;
case 2: return listeners.fn.call(listeners.context, a1), true;
case 3: return listeners.fn.call(listeners.context, a1, a2), true;
case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;
case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;
case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;
}
for (i = 1, args = new Array(len -1); i < len; i++) {
args[i - 1] = arguments[i];
}
listeners.fn.apply(listeners.context, args);
} else {
var length = listeners.length
, j;
for (i = 0; i < length; i++) {
if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);
switch (len) {
case 1: listeners[i].fn.call(listeners[i].context); break;
case 2: listeners[i].fn.call(listeners[i].context, a1); break;
case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;
case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;
default:
if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {
args[j - 1] = arguments[j];
}
listeners[i].fn.apply(listeners[i].context, args);
}
}
}
return true;
};
/**
* Add a listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.on = function on(event, fn, context) {
return addListener(this, event, fn, context, false);
};
/**
* Add a one-time listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.once = function once(event, fn, context) {
return addListener(this, event, fn, context, true);
};
/**
* Remove the listeners of a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn Only remove the listeners that match this function.
* @param {*} context Only remove the listeners that have this context.
* @param {Boolean} once Only remove one-time listeners.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return this;
if (!fn) {
clearEvent(this, evt);
return this;
}
var listeners = this._events[evt];
if (listeners.fn) {
if (
listeners.fn === fn &&
(!once || listeners.once) &&
(!context || listeners.context === context)
) {
clearEvent(this, evt);
}
} else {
for (var i = 0, events = [], length = listeners.length; i < length; i++) {
if (
listeners[i].fn !== fn ||
(once && !listeners[i].once) ||
(context && listeners[i].context !== context)
) {
events.push(listeners[i]);
}
}
//
// Reset the array, or remove it completely if we have no more listeners.
//
if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;
else clearEvent(this, evt);
}
return this;
};
/**
* Remove all listeners, or those of the specified event.
*
* @param {(String|Symbol)} [event] The event name.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {
var evt;
if (event) {
evt = prefix ? prefix + event : event;
if (this._events[evt]) clearEvent(this, evt);
} else {
this._events = new Events();
this._eventsCount = 0;
}
return this;
};
//
// Alias methods names because people roll like that.
//
EventEmitter.prototype.off = EventEmitter.prototype.removeListener;
EventEmitter.prototype.addListener = EventEmitter.prototype.on;
//
// Expose the prefix.
//
EventEmitter.prefixed = prefix;
//
// Allow `EventEmitter` to be imported as module namespace.
//
EventEmitter.EventEmitter = EventEmitter;
//
// Expose the module.
//
if ('undefined' !== typeof module) {
module.exports = EventEmitter;
}
},{}],54:[function(require,module,exports){
module.exports = stringify
stringify.default = stringify
stringify.stable = deterministicStringify
stringify.stableStringify = deterministicStringify
var arr = []
var replacerStack = []
// Regular stringify
function stringify (obj, replacer, spacer) {
decirc(obj, '', [], undefined)
var res
if (replacerStack.length === 0) {
res = JSON.stringify(obj, replacer, spacer)
} else {
res = JSON.stringify(obj, replaceGetterValues(replacer), spacer)
}
while (arr.length !== 0) {
var part = arr.pop()
if (part.length === 4) {
Object.defineProperty(part[0], part[1], part[3])
} else {
part[0][part[1]] = part[2]
}
}
return res
}
function decirc (val, k, stack, parent) {
var i
if (typeof val === 'object' && val !== null) {
for (i = 0; i < stack.length; i++) {
if (stack[i] === val) {
var propertyDescriptor = Object.getOwnPropertyDescriptor(parent, k)
if (propertyDescriptor.get !== undefined) {
if (propertyDescriptor.configurable) {
Object.defineProperty(parent, k, { value: '[Circular]' })
arr.push([parent, k, val, propertyDescriptor])
} else {
replacerStack.push([val, k])
}
} else {
parent[k] = '[Circular]'
arr.push([parent, k, val])
}
return
}
}
stack.push(val)
// Optimize for Arrays. Big arrays could kill the performance otherwise!
if (Array.isArray(val)) {
for (i = 0; i < val.length; i++) {
decirc(val[i], i, stack, val)
}
} else {
var keys = Object.keys(val)
for (i = 0; i < keys.length; i++) {
var key = keys[i]
decirc(val[key], key, stack, val)
}
}
stack.pop()
}
}
// Stable-stringify
function compareFunction (a, b) {
if (a < b) {
return -1
}
if (a > b) {
return 1
}
return 0
}
function deterministicStringify (obj, replacer, spacer) {
var tmp = deterministicDecirc(obj, '', [], undefined) || obj
var res
if (replacerStack.length === 0) {
res = JSON.stringify(tmp, replacer, spacer)
} else {
res = JSON.stringify(tmp, replaceGetterValues(replacer), spacer)
}
while (arr.length !== 0) {
var part = arr.pop()
if (part.length === 4) {
Object.defineProperty(part[0], part[1], part[3])
} else {
part[0][part[1]] = part[2]
}
}
return res
}
function deterministicDecirc (val, k, stack, parent) {
var i
if (typeof val === 'object' && val !== null) {
for (i = 0; i < stack.length; i++) {
if (stack[i] === val) {
var propertyDescriptor = Object.getOwnPropertyDescriptor(parent, k)
if (propertyDescriptor.get !== undefined) {
if (propertyDescriptor.configurable) {
Object.defineProperty(parent, k, { value: '[Circular]' })
arr.push([parent, k, val, propertyDescriptor])
} else {
replacerStack.push([val, k])
}
} else {
parent[k] = '[Circular]'
arr.push([parent, k, val])
}
return
}
}
if (typeof val.toJSON === 'function') {
return
}
stack.push(val)
// Optimize for Arrays. Big arrays could kill the performance otherwise!
if (Array.isArray(val)) {
for (i = 0; i < val.length; i++) {
deterministicDecirc(val[i], i, stack, val)
}
} else {
// Create a temporary object in the required way
var tmp = {}
var keys = Object.keys(val).sort(compareFunction)
for (i = 0; i < keys.length; i++) {
var key = keys[i]
deterministicDecirc(val[key], key, stack, val)
tmp[key] = val[key]
}
if (parent !== undefined) {
arr.push([parent, k, val])
parent[k] = tmp
} else {
return tmp
}
}
stack.pop()
}
}
// wraps replacer function to handle values we couldn't replace
// and mark them as [Circular]
function replaceGetterValues (replacer) {
replacer = replacer !== undefined ? replacer : function (k, v) { return v }
return function (key, val) {
if (replacerStack.length > 0) {
for (var i = 0; i < replacerStack.length; i++) {
var part = replacerStack[i]
if (part[1] === key && part[0] === val) {
val = '[Circular]'
replacerStack.splice(i, 1)
break
}
}
}
return replacer.call(this, key, val)
}
}
},{}],55:[function(require,module,exports){
(function (root, factory) {
// Hack to make all exports of this module sha256 function object properties.
var exports = {};
factory(exports);
var sha256 = exports["default"];
for (var k in exports) {
sha256[k] = exports[k];
}
if (typeof module === 'object' && typeof module.exports === 'object') {
module.exports = sha256;
} else if (typeof define === 'function' && define.amd) {
define(function() { return sha256; });
} else {
root.sha256 = sha256;
}
})(this, function(exports) {
"use strict";
exports.__esModule = true;
// SHA-256 (+ HMAC and PBKDF2) for JavaScript.
//
// Written in 2014-2016 by Dmitry Chestnykh.
// Public domain, no warranty.
//
// Functions (accept and return Uint8Arrays):
//
// sha256(message) -> hash
// sha256.hmac(key, message) -> mac
// sha256.pbkdf2(password, salt, rounds, dkLen) -> dk
//
// Classes:
//
// new sha256.Hash()
// new sha256.HMAC(key)
//
exports.digestLength = 32;
exports.blockSize = 64;
// SHA-256 constants
var K = new Uint32Array([
0x428a2f98, 0x71374491, 0xb5c0fbcf, 0xe9b5dba5, 0x3956c25b,
0x59f111f1, 0x923f82a4, 0xab1c5ed5, 0xd807aa98, 0x12835b01,
0x243185be, 0x550c7dc3, 0x72be5d74, 0x80deb1fe, 0x9bdc06a7,
0xc19bf174, 0xe49b69c1, 0xefbe4786, 0x0fc19dc6, 0x240ca1cc,
0x2de92c6f, 0x4a7484aa, 0x5cb0a9dc, 0x76f988da, 0x983e5152,
0xa831c66d, 0xb00327c8, 0xbf597fc7, 0xc6e00bf3, 0xd5a79147,
0x06ca6351, 0x14292967, 0x27b70a85, 0x2e1b2138, 0x4d2c6dfc,
0x53380d13, 0x650a7354, 0x766a0abb, 0x81c2c92e, 0x92722c85,
0xa2bfe8a1, 0xa81a664b, 0xc24b8b70, 0xc76c51a3, 0xd192e819,
0xd6990624, 0xf40e3585, 0x106aa070, 0x19a4c116, 0x1e376c08,
0x2748774c, 0x34b0bcb5, 0x391c0cb3, 0x4ed8aa4a, 0x5b9cca4f,
0x682e6ff3, 0x748f82ee, 0x78a5636f, 0x84c87814, 0x8cc70208,
0x90befffa, 0xa4506ceb, 0xbef9a3f7, 0xc67178f2
]);
function hashBlocks(w, v, p, pos, len) {
var a, b, c, d, e, f, g, h, u, i, j, t1, t2;
while (len >= 64) {
a = v[0];
b = v[1];
c = v[2];
d = v[3];
e = v[4];
f = v[5];
g = v[6];
h = v[7];
for (i = 0; i < 16; i++) {
j = pos + i * 4;
w[i] = (((p[j] & 0xff) << 24) | ((p[j + 1] & 0xff) << 16) |
((p[j + 2] & 0xff) << 8) | (p[j + 3] & 0xff));
}
for (i = 16; i < 64; i++) {
u = w[i - 2];
t1 = (u >>> 17 | u << (32 - 17)) ^ (u >>> 19 | u << (32 - 19)) ^ (u >>> 10);
u = w[i - 15];
t2 = (u >>> 7 | u << (32 - 7)) ^ (u >>> 18 | u << (32 - 18)) ^ (u >>> 3);
w[i] = (t1 + w[i - 7] | 0) + (t2 + w[i - 16] | 0);
}
for (i = 0; i < 64; i++) {
t1 = (((((e >>> 6 | e << (32 - 6)) ^ (e >>> 11 | e << (32 - 11)) ^
(e >>> 25 | e << (32 - 25))) + ((e & f) ^ (~e & g))) | 0) +
((h + ((K[i] + w[i]) | 0)) | 0)) | 0;
t2 = (((a >>> 2 | a << (32 - 2)) ^ (a >>> 13 | a << (32 - 13)) ^
(a >>> 22 | a << (32 - 22))) + ((a & b) ^ (a & c) ^ (b & c))) | 0;
h = g;
g = f;
f = e;
e = (d + t1) | 0;
d = c;
c = b;
b = a;
a = (t1 + t2) | 0;
}
v[0] += a;
v[1] += b;
v[2] += c;
v[3] += d;
v[4] += e;
v[5] += f;
v[6] += g;
v[7] += h;
pos += 64;
len -= 64;
}
return pos;
}
// Hash implements SHA256 hash algorithm.
var Hash = /** @class */ (function () {
function Hash() {
this.digestLength = exports.digestLength;
this.blockSize = exports.blockSize;
// Note: Int32Array is used instead of Uint32Array for performance reasons.
this.state = new Int32Array(8); // hash state
this.temp = new Int32Array(64); // temporary state
this.buffer = new Uint8Array(128); // buffer for data to hash
this.bufferLength = 0; // number of bytes in buffer
this.bytesHashed = 0; // number of total bytes hashed
this.finished = false; // indicates whether the hash was finalized
this.reset();
}
// Resets hash state making it possible
// to re-use this instance to hash other data.
Hash.prototype.reset = function () {
this.state[0] = 0x6a09e667;
this.state[1] = 0xbb67ae85;
this.state[2] = 0x3c6ef372;
this.state[3] = 0xa54ff53a;
this.state[4] = 0x510e527f;
this.state[5] = 0x9b05688c;
this.state[6] = 0x1f83d9ab;
this.state[7] = 0x5be0cd19;
this.bufferLength = 0;
this.bytesHashed = 0;
this.finished = false;
return this;
};
// Cleans internal buffers and re-initializes hash state.
Hash.prototype.clean = function () {
for (var i = 0; i < this.buffer.length; i++) {
this.buffer[i] = 0;
}
for (var i = 0; i < this.temp.length; i++) {
this.temp[i] = 0;
}
this.reset();
};
// Updates hash state with the given data.
//
// Optionally, length of the data can be specified to hash
// fewer bytes than data.length.
//
// Throws error when trying to update already finalized hash:
// instance must be reset to use it again.
Hash.prototype.update = function (data, dataLength) {
if (dataLength === void 0) { dataLength = data.length; }
if (this.finished) {
throw new Error("SHA256: can't update because hash was finished.");
}
var dataPos = 0;
this.bytesHashed += dataLength;
if (this.bufferLength > 0) {
while (this.bufferLength < 64 && dataLength > 0) {
this.buffer[this.bufferLength++] = data[dataPos++];
dataLength--;
}
if (this.bufferLength === 64) {
hashBlocks(this.temp, this.state, this.buffer, 0, 64);
this.bufferLength = 0;
}
}
if (dataLength >= 64) {
dataPos = hashBlocks(this.temp, this.state, data, dataPos, dataLength);
dataLength %= 64;
}
while (dataLength > 0) {
this.buffer[this.bufferLength++] = data[dataPos++];
dataLength--;
}
return this;
};
// Finalizes hash state and puts hash into out.
//
// If hash was already finalized, puts the same value.
Hash.prototype.finish = function (out) {
if (!this.finished) {
var bytesHashed = this.bytesHashed;
var left = this.bufferLength;
var bitLenHi = (bytesHashed / 0x20000000) | 0;
var bitLenLo = bytesHashed << 3;
var padLength = (bytesHashed % 64 < 56) ? 64 : 128;
this.buffer[left] = 0x80;
for (var i = left + 1; i < padLength - 8; i++) {
this.buffer[i] = 0;
}
this.buffer[padLength - 8] = (bitLenHi >>> 24) & 0xff;
this.buffer[padLength - 7] = (bitLenHi >>> 16) & 0xff;
this.buffer[padLength - 6] = (bitLenHi >>> 8) & 0xff;
this.buffer[padLength - 5] = (bitLenHi >>> 0) & 0xff;
this.buffer[padLength - 4] = (bitLenLo >>> 24) & 0xff;
this.buffer[padLength - 3] = (bitLenLo >>> 16) & 0xff;
this.buffer[padLength - 2] = (bitLenLo >>> 8) & 0xff;
this.buffer[padLength - 1] = (bitLenLo >>> 0) & 0xff;
hashBlocks(this.temp, this.state, this.buffer, 0, padLength);
this.finished = true;
}
for (var i = 0; i < 8; i++) {
out[i * 4 + 0] = (this.state[i] >>> 24) & 0xff;
out[i * 4 + 1] = (this.state[i] >>> 16) & 0xff;
out[i * 4 + 2] = (this.state[i] >>> 8) & 0xff;
out[i * 4 + 3] = (this.state[i] >>> 0) & 0xff;
}
return this;
};
// Returns the final hash digest.
Hash.prototype.digest = function () {
var out = new Uint8Array(this.digestLength);
this.finish(out);
return out;
};
// Internal function for use in HMAC for optimization.
Hash.prototype._saveState = function (out) {
for (var i = 0; i < this.state.length; i++) {
out[i] = this.state[i];
}
};
// Internal function for use in HMAC for optimization.
Hash.prototype._restoreState = function (from, bytesHashed) {
for (var i = 0; i < this.state.length; i++) {
this.state[i] = from[i];
}
this.bytesHashed = bytesHashed;
this.finished = false;
this.bufferLength = 0;
};
return Hash;
}());
exports.Hash = Hash;
// HMAC implements HMAC-SHA256 message authentication algorithm.
var HMAC = /** @class */ (function () {
function HMAC(key) {
this.inner = new Hash();
this.outer = new Hash();
this.blockSize = this.inner.blockSize;
this.digestLength = this.inner.digestLength;
var pad = new Uint8Array(this.blockSize);
if (key.length > this.blockSize) {
(new Hash()).update(key).finish(pad).clean();
}
else {
for (var i = 0; i < key.length; i++) {
pad[i] = key[i];
}
}
for (var i = 0; i < pad.length; i++) {
pad[i] ^= 0x36;
}
this.inner.update(pad);
for (var i = 0; i < pad.length; i++) {
pad[i] ^= 0x36 ^ 0x5c;
}
this.outer.update(pad);
this.istate = new Uint32Array(8);
this.ostate = new Uint32Array(8);
this.inner._saveState(this.istate);
this.outer._saveState(this.ostate);
for (var i = 0; i < pad.length; i++) {
pad[i] = 0;
}
}
// Returns HMAC state to the state initialized with key
// to make it possible to run HMAC over the other data with the same
// key without creating a new instance.
HMAC.prototype.reset = function () {
this.inner._restoreState(this.istate, this.inner.blockSize);
this.outer._restoreState(this.ostate, this.outer.blockSize);
return this;
};
// Cleans HMAC state.
HMAC.prototype.clean = function () {
for (var i = 0; i < this.istate.length; i++) {
this.ostate[i] = this.istate[i] = 0;
}
this.inner.clean();
this.outer.clean();
};
// Updates state with provided data.
HMAC.prototype.update = function (data) {
this.inner.update(data);
return this;
};
// Finalizes HMAC and puts the result in out.
HMAC.prototype.finish = function (out) {
if (this.outer.finished) {
this.outer.finish(out);
}
else {
this.inner.finish(out);
this.outer.update(out, this.digestLength).finish(out);
}
return this;
};
// Returns message authentication code.
HMAC.prototype.digest = function () {
var out = new Uint8Array(this.digestLength);
this.finish(out);
return out;
};
return HMAC;
}());
exports.HMAC = HMAC;
// Returns SHA256 hash of data.
function hash(data) {
var h = (new Hash()).update(data);
var digest = h.digest();
h.clean();
return digest;
}
exports.hash = hash;
// Function hash is both available as module.hash and as default export.
exports["default"] = hash;
// Returns HMAC-SHA256 of data under the key.
function hmac(key, data) {
var h = (new HMAC(key)).update(data);
var digest = h.digest();
h.clean();
return digest;
}
exports.hmac = hmac;
// Fills hkdf buffer like this:
// T(1) = HMAC-Hash(PRK, T(0) | info | 0x01)
function fillBuffer(buffer, hmac, info, counter) {
// Counter is a byte value: check if it overflowed.
var num = counter[0];
if (num === 0) {
throw new Error("hkdf: cannot expand more");
}
// Prepare HMAC instance for new data with old key.
hmac.reset();
// Hash in previous output if it was generated
// (i.e. counter is greater than 1).
if (num > 1) {
hmac.update(buffer);
}
// Hash in info if it exists.
if (info) {
hmac.update(info);
}
// Hash in the counter.
hmac.update(counter);
// Output result to buffer and clean HMAC instance.
hmac.finish(buffer);
// Increment counter inside typed array, this works properly.
counter[0]++;
}
var hkdfSalt = new Uint8Array(exports.digestLength); // Filled with zeroes.
function hkdf(key, salt, info, length) {
if (salt === void 0) { salt = hkdfSalt; }
if (length === void 0) { length = 32; }
var counter = new Uint8Array([1]);
// HKDF-Extract uses salt as HMAC key, and key as data.
var okm = hmac(salt, key);
// Initialize HMAC for expanding with extracted key.
// Ensure no collisions with `hmac` function.
var hmac_ = new HMAC(okm);
// Allocate buffer.
var buffer = new Uint8Array(hmac_.digestLength);
var bufpos = buffer.length;
var out = new Uint8Array(length);
for (var i = 0; i < length; i++) {
if (bufpos === buffer.length) {
fillBuffer(buffer, hmac_, info, counter);
bufpos = 0;
}
out[i] = buffer[bufpos++];
}
hmac_.clean();
buffer.fill(0);
counter.fill(0);
return out;
}
exports.hkdf = hkdf;
// Derives a key from password and salt using PBKDF2-HMAC-SHA256
// with the given number of iterations.
//
// The number of bytes returned is equal to dkLen.
//
// (For better security, avoid dkLen greater than hash length - 32 bytes).
function pbkdf2(password, salt, iterations, dkLen) {
var prf = new HMAC(password);
var len = prf.digestLength;
var ctr = new Uint8Array(4);
var t = new Uint8Array(len);
var u = new Uint8Array(len);
var dk = new Uint8Array(dkLen);
for (var i = 0; i * len < dkLen; i++) {
var c = i + 1;
ctr[0] = (c >>> 24) & 0xff;
ctr[1] = (c >>> 16) & 0xff;
ctr[2] = (c >>> 8) & 0xff;
ctr[3] = (c >>> 0) & 0xff;
prf.reset();
prf.update(salt);
prf.update(ctr);
prf.finish(u);
for (var j = 0; j < len; j++) {
t[j] = u[j];
}
for (var j = 2; j <= iterations; j++) {
prf.reset();
prf.update(u).finish(u);
for (var k = 0; k < len; k++) {
t[k] ^= u[k];
}
}
for (var j = 0; j < len && i * len + j < dkLen; j++) {
dk[i * len + j] = t[j];
}
}
for (var i = 0; i < len; i++) {
t[i] = u[i] = 0;
}
for (var i = 0; i < 4; i++) {
ctr[i] = 0;
}
prf.clean();
return dk;
}
exports.pbkdf2 = pbkdf2;
});
},{}],56:[function(require,module,exports){
/**
* Graphology Components
* ======================
*
* Basic connected components-related functions.
*/
var isGraph = require('graphology-utils/is-graph');
/**
* Function returning a list of connected components.
*
* @param {Graph} graph - Target graph.
* @return {array}
*/
exports.connectedComponents = function(graph) {
if (!isGraph(graph))
throw new Error('graphology-components: the given graph is not a valid graphology instance.');
if (!graph.order)
return [];
var components = [],
nodes = graph.nodes(),
i, l;
if (!graph.size) {
for (i = 0, l = nodes.length; i < l; i++) {
components.push([nodes[i]]);
}
return components;
}
var component,
stack = [],
node,
neighbor,
visited = new Set();
for (i = 0, l = nodes.length; i < l; i++) {
node = nodes[i];
if (!visited.has(node)) {
visited.add(node);
component = [node];
components.push(component);
stack.push.apply(stack, graph.neighbors(node));
while (stack.length) {
neighbor = stack.pop();
if (!visited.has(neighbor)) {
visited.add(neighbor);
component.push(neighbor);
stack.push.apply(stack, graph.neighbors(neighbor));
}
}
}
}
return components;
};
/**
* Function returning a list of strongly connected components.
*
* @param {Graph} graph - Target directed graph.
* @return {array}
*/
exports.stronglyConnectedComponents = function(graph) {
if (!isGraph(graph))
throw new Error('graphology-components: the given graph is not a valid graphology instance.');
if (!graph.order)
return [];
if (graph.type === 'undirected')
throw new Error('graphology-components: the given graph is undirected');
var nodes = graph.nodes(),
components = [],
i, l;
if (!graph.size) {
for (i = 0, l = nodes.length; i < l; i++)
components.push([nodes[i]]);
return components;
}
var count = 1,
P = [],
S = [],
preorder = new Map(),
assigned = new Set(),
component,
pop,
vertex;
var DFS = function(node) {
var neighbor,
neighbors = graph.outNeighbors(node).concat(graph.undirectedNeighbors(node)),
neighborOrder;
preorder.set(node, count++);
P.push(node);
S.push(node);
for (var k = 0, n = neighbors.length; k < n; k++) {
neighbor = neighbors[k];
if (preorder.has(neighbor)) {
neighborOrder = preorder.get(neighbor);
if (!assigned.has(neighbor))
while (preorder.get(P[P.length - 1]) > neighborOrder)
P.pop();
}
else
DFS(neighbor);
}
if (preorder.get(P[P.length - 1]) === preorder.get(node)) {
component = [];
do {
pop = S.pop();
component.push(pop);
assigned.add(pop);
} while (pop !== node);
components.push(component);
P.pop();
}
};
for (i = 0, l = nodes.length; i < l; i++) {
vertex = nodes[i];
if (!assigned.has(vertex))
DFS(vertex);
}
return components;
};
},{"graphology-utils/is-graph":108}],57:[function(require,module,exports){
/**
* Graphology Complete Graph Generator
* ====================================
*
* Function generating complete graphs.
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor'),
combinations = require('obliterator/combinations'),
range = require('lodash/range');
/**
* Generates a complete graph with n nodes.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {number} order - Number of nodes of the graph.
* @return {Graph}
*/
module.exports = function complete(GraphClass, order) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/classic/complete: invalid Graph constructor.');
var graph = new GraphClass();
for (var i = 0; i < order; i++)
graph.addNode(i);
if (order > 1) {
var iterator = combinations(range(order), 2),
path,
step;
while ((step = iterator.next(), !step.done)) {
path = step.value;
if (graph.type !== 'directed')
graph.addUndirectedEdge(path[0], path[1]);
if (graph.type !== 'undirected') {
graph.addDirectedEdge(path[0], path[1]);
graph.addDirectedEdge(path[1], path[0]);
}
}
}
return graph;
};
},{"graphology-utils/is-graph-constructor":107,"lodash/range":217,"obliterator/combinations":373}],58:[function(require,module,exports){
/**
* Graphology Empty Graph Generator
* =================================
*
* Function generating empty graphs.
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor');
/**
* Generates an empty graph with n nodes and 0 edges.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {number} order - Number of nodes of the graph.
* @return {Graph}
*/
module.exports = function empty(GraphClass, order) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/classic/empty: invalid Graph constructor.');
var graph = new GraphClass();
var i;
for (i = 0; i < order; i++)
graph.addNode(i);
return graph;
};
},{"graphology-utils/is-graph-constructor":107}],59:[function(require,module,exports){
/**
* Graphology Classic Graph Generators
* ====================================
*
* Classic graph generators endpoint.
*/
exports.complete = require('./complete.js');
exports.empty = require('./empty.js');
exports.ladder = require('./ladder.js');
exports.path = require('./path.js');
},{"./complete.js":57,"./empty.js":58,"./ladder.js":60,"./path.js":61}],60:[function(require,module,exports){
/**
* Graphology Ladder Graph Generator
* ==================================
*
* Function generating ladder graphs.
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor'),
mergePath = require('graphology-utils/merge-path'),
range = require('lodash/range');
/**
* Generates a ladder graph of length n (order will therefore be 2 * n).
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {number} length - Length of the ladder.
* @return {Graph}
*/
module.exports = function ladder(GraphClass, length) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/classic/ladder: invalid Graph constructor.');
var graph = new GraphClass();
mergePath(graph, range(length));
mergePath(graph, range(length, length * 2));
for (var i = 0; i < length; i++)
graph.addEdge(i, i + length);
return graph;
};
},{"graphology-utils/is-graph-constructor":107,"graphology-utils/merge-path":109,"lodash/range":217}],61:[function(require,module,exports){
/**
* Graphology Path Graph Generator
* ================================
*
* Function generating path graphs.
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor'),
mergePath = require('graphology-utils/merge-path'),
range = require('lodash/range');
/**
* Generates a path graph with n nodes.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {number} order - Number of nodes of the graph.
* @return {Graph}
*/
module.exports = function path(GraphClass, order) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/classic/path: invalid Graph constructor.');
var graph = new GraphClass();
mergePath(graph, range(order));
return graph;
};
},{"graphology-utils/is-graph-constructor":107,"graphology-utils/merge-path":109,"lodash/range":217}],62:[function(require,module,exports){
/**
* Graphology Caveman Graph Generator
* ===================================
*
* Function generating caveman graphs.
*
* [Article]:
* Watts, D. J. 'Networks, Dynamics, and the Small-World Phenomenon.'
* Amer. J. Soc. 105, 493-527, 1999.
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor'),
empty = require('../classic/empty.js');
/**
* Function returning a caveman graph with desired properties.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {number} l - The number of cliques in the graph.
* @param {number} k - Size of the cliques.
* @return {Graph}
*/
module.exports = function caveman(GraphClass, l, k) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/community/caveman: invalid Graph constructor.');
var m = l * k;
var graph = empty(GraphClass, m);
if (k < 2)
return graph;
var i,
j,
s;
for (i = 0; i < m; i += k) {
for (j = i; j < i + k; j++) {
for (s = j + 1; s < i + k; s++)
graph.addEdge(j, s);
}
}
return graph;
};
},{"../classic/empty.js":58,"graphology-utils/is-graph-constructor":107}],63:[function(require,module,exports){
/**
* Graphology Connected Caveman Graph Generator
* =============================================
*
* Function generating connected caveman graphs.
*
* [Article]:
* Watts, D. J. 'Networks, Dynamics, and the Small-World Phenomenon.'
* Amer. J. Soc. 105, 493-527, 1999.
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor'),
empty = require('../classic/empty.js');
/**
* Function returning a connected caveman graph with desired properties.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {number} l - The number of cliques in the graph.
* @param {number} k - Size of the cliques.
* @return {Graph}
*/
module.exports = function connectedCaveman(GraphClass, l, k) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/community/connected-caveman: invalid Graph constructor.');
var m = l * k;
var graph = empty(GraphClass, m);
if (k < 2)
return graph;
var i,
j,
s;
for (i = 0; i < m; i += k) {
for (j = i; j < i + k; j++) {
for (s = j + 1; s < i + k; s++) {
if (j !== i || j !== s - 1)
graph.addEdge(j, s);
}
}
if (i > 0)
graph.addEdge(i, (i - 1) % m);
}
graph.addEdge(0, m - 1);
return graph;
};
},{"../classic/empty.js":58,"graphology-utils/is-graph-constructor":107}],64:[function(require,module,exports){
/**
* Graphology Community Graph Generators
* ======================================
*
* Community graph generators endpoint.
*/
exports.caveman = require('./caveman.js');
exports.connectedCaveman = require('./connected-caveman.js');
},{"./caveman.js":62,"./connected-caveman.js":63}],65:[function(require,module,exports){
/**
* Graphology Random Clusters Graph Generator
* ===========================================
*
* Function generating a graph containing the desired number of nodes & edges
* and organized in the desired number of clusters.
*
* [Author]:
* Alexis Jacomy
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor');
/**
* Generates a random graph with clusters.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {object} options - Options:
* @param {number} clusterDensity - Probability that an edge will link two
* nodes of the same cluster.
* @param {number} order - Number of nodes.
* @param {number} size - Number of edges.
* @param {number} clusters - Number of clusters.
* @param {function} rng - Custom RNG function.
* @return {Graph}
*/
module.exports = function(GraphClass, options) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/random/clusters: invalid Graph constructor.');
options = options || {};
var clusterDensity = ('clusterDensity' in options) ? options.clusterDensity : 0.5,
rng = options.rng || Math.random,
N = options.order,
E = options.size,
C = options.clusters;
if (typeof clusterDensity !== 'number' || clusterDensity > 1 || clusterDensity < 0)
throw new Error('graphology-generators/random/clusters: `clusterDensity` option should be a number between 0 and 1.');
if (typeof rng !== 'function')
throw new Error('graphology-generators/random/clusters: `rng` option should be a function.');
if (typeof N !== 'number' || N <= 0)
throw new Error('graphology-generators/random/clusters: `order` option should be a positive number.');
if (typeof E !== 'number' || E <= 0)
throw new Error('graphology-generators/random/clusters: `size` option should be a positive number.');
if (typeof C !== 'number' || C <= 0)
throw new Error('graphology-generators/random/clusters: `clusters` option should be a positive number.');
// Creating graph
var graph = new GraphClass();
// Adding nodes
if (!N)
return graph;
// Initializing clusters
var clusters = new Array(C),
cluster,
nodes,
i;
for (i = 0; i < C; i++)
clusters[i] = [];
for (i = 0; i < N; i++) {
cluster = (rng() * C) | 0;
graph.addNode(i, {cluster: cluster});
clusters[cluster].push(i);
}
// Adding edges
if (!E)
return graph;
var source,
target,
l;
for (i = 0; i < E; i++) {
// Adding a link between two random nodes
if (rng() < 1 - clusterDensity) {
source = (rng() * N) | 0;
do {
target = (rng() * N) | 0;
} while (source === target);
}
// Adding a link between two nodes from the same cluster
else {
cluster = (rng() * C) | 0;
nodes = clusters[cluster];
l = nodes.length;
if (!l || l < 2) {
// TODO: in those case we may have fewer edges than required
// TODO: check where E is over full clusterDensity
continue;
}
source = nodes[(rng() * l) | 0];
do {
target = nodes[(rng() * l) | 0];
} while (source === target);
}
if (!graph.multi)
graph.mergeEdge(source, target);
else
graph.addEdge(source, target);
}
return graph;
};
},{"graphology-utils/is-graph-constructor":107}],66:[function(require,module,exports){
/**
* Graphology Erdos-Renyi Graph Generator
* =======================================
*
* Function generating binomial graphs.
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor'),
combinations = require('obliterator/combinations'),
range = require('lodash/range'),
density = require('graphology-metrics/density');
/**
* Generates a binomial graph graph with n nodes.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {object} options - Options:
* @param {number} order - Number of nodes in the graph.
* @param {number} probability - Probability for edge creation.
* @param {function} rng - Custom RNG function.
* @return {Graph}
*/
function erdosRenyi(GraphClass, options) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/random/erdos-renyi: invalid Graph constructor.');
var order = options.order,
probability = options.probability,
rng = options.rng || Math.random;
var graph = new GraphClass();
// If user gave a size, we need to compute probability
if (typeof options.approximateSize === 'number') {
var densityFunction = density[graph.type + 'Density'];
probability = densityFunction(order, options.approximateSize);
}
if (typeof order !== 'number' || order <= 0)
throw new Error('graphology-generators/random/erdos-renyi: invalid `order`. Should be a positive number.');
if (typeof probability !== 'number' || probability < 0 || probability > 1)
throw new Error('graphology-generators/random/erdos-renyi: invalid `probability`. Should be a number between 0 and 1. Or maybe you gave an `approximateSize` exceeding the graph\'s density.');
if (typeof rng !== 'function')
throw new Error('graphology-generators/random/erdos-renyi: invalid `rng`. Should be a function.');
for (var i = 0; i < order; i++)
graph.addNode(i);
if (probability <= 0)
return graph;
if (order > 1) {
var iterator = combinations(range(order), 2),
path,
step;
while ((step = iterator.next(), !step.done)) {
path = step.value;
if (graph.type !== 'directed') {
if (rng() < probability)
graph.addUndirectedEdge(path[0], path[1]);
}
if (graph.type !== 'undirected') {
if (rng() < probability)
graph.addDirectedEdge(path[0], path[1]);
if (rng() < probability)
graph.addDirectedEdge(path[1], path[0]);
}
}
}
return graph;
}
/**
* Generates a binomial graph graph with n nodes using a faster algorithm
* for sparse graphs.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {object} options - Options:
* @param {number} order - Number of nodes in the graph.
* @param {number} probability - Probability for edge creation.
* @param {function} rng - Custom RNG function.
* @return {Graph}
*/
function erdosRenyiSparse(GraphClass, options) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/random/erdos-renyi: invalid Graph constructor.');
var order = options.order,
probability = options.probability,
rng = options.rng || Math.random;
var graph = new GraphClass();
// If user gave a size, we need to compute probability
if (typeof options.approximateSize === 'number') {
var densityFunction = density[graph.type + 'Density'];
probability = densityFunction(order, options.approximateSize);
}
if (typeof order !== 'number' || order <= 0)
throw new Error('graphology-generators/random/erdos-renyi: invalid `order`. Should be a positive number.');
if (typeof probability !== 'number' || probability < 0 || probability > 1)
throw new Error('graphology-generators/random/erdos-renyi: invalid `probability`. Should be a number between 0 and 1. Or maybe you gave an `approximateSize` exceeding the graph\'s density.');
if (typeof rng !== 'function')
throw new Error('graphology-generators/random/erdos-renyi: invalid `rng`. Should be a function.');
for (var i = 0; i < order; i++)
graph.addNode(i);
if (probability <= 0)
return graph;
var w = -1,
lp = Math.log(1 - probability),
lr,
v;
if (graph.type !== 'undirected') {
v = 0;
while (v < order) {
lr = Math.log(1 - rng());
w += 1 + ((lr / lp) | 0);
// Avoiding self loops
if (v === w) {
w++;
}
while (v < order && order <= w) {
w -= order;
v++;
// Avoiding self loops
if (v === w)
w++;
}
if (v < order)
graph.addDirectedEdge(v, w);
}
}
w = -1;
if (graph.type !== 'directed') {
v = 1;
while (v < order) {
lr = Math.log(1 - rng());
w += 1 + ((lr / lp) | 0);
while (w >= v && v < order) {
w -= v;
v++;
}
if (v < order)
graph.addUndirectedEdge(v, w);
}
}
return graph;
}
/**
* Exporting.
*/
erdosRenyi.sparse = erdosRenyiSparse;
module.exports = erdosRenyi;
},{"graphology-metrics/density":85,"graphology-utils/is-graph-constructor":107,"lodash/range":217,"obliterator/combinations":373}],67:[function(require,module,exports){
/**
* Graphology Girvan-Newman Graph Generator
* =========================================
*
* Function generating graphs liks the one used to test the Girvan-Newman
* community algorithm.
*
* [Reference]:
* http://www.pnas.org/content/99/12/7821.full.pdf
*
* [Article]:
* Community Structure in social and biological networks.
* Girvan Newman, 2002. PNAS June, vol 99 n 12
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor');
/**
* Generates a binomial graph graph with n nodes.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @param {object} options - Options:
* @param {number} zOut - zOut parameter.
* @param {function} rng - Custom RNG function.
* @return {Graph}
*/
module.exports = function girvanNewman(GraphClass, options) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/random/girvan-newman: invalid Graph constructor.');
var zOut = options.zOut,
rng = options.rng || Math.random;
if (typeof zOut !== 'number')
throw new Error('graphology-generators/random/girvan-newman: invalid `zOut`. Should be a number.');
if (typeof rng !== 'function')
throw new Error('graphology-generators/random/girvan-newman: invalid `rng`. Should be a function.');
var pOut = zOut / 96,
pIn = (16 - pOut * 96) / 31,
graph = new GraphClass(),
random,
i,
j;
for (i = 0; i < 128; i++)
graph.addNode(i);
for (i = 0; i < 128; i++) {
for (j = i + 1; j < 128; j++) {
random = rng();
if (i % 4 === j % 4) {
if (random < pIn)
graph.addEdge(i, j);
}
else {
if (random < pOut)
graph.addEdge(i, j);
}
}
}
return graph;
};
},{"graphology-utils/is-graph-constructor":107}],68:[function(require,module,exports){
/**
* Graphology Random Graph Generators
* ===================================
*
* Random graph generators endpoint.
*/
exports.clusters = require('./clusters.js');
exports.erdosRenyi = require('./erdos-renyi.js');
exports.girvanNewman = require('./girvan-newman.js');
},{"./clusters.js":65,"./erdos-renyi.js":66,"./girvan-newman.js":67}],69:[function(require,module,exports){
/**
* Graphology Florentine Families Graph Generator
* ===============================================
*
* Function generating the Florentine Families graph.
*
* [Reference]:
* Ronald L. Breiger and Philippa E. Pattison
* Cumulated social roles: The duality of persons and their algebras,1
* Social Networks, Volume 8, Issue 3, September 1986, Pages 215-256
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor');
/**
* Data.
*/
var EDGES = [
['Acciaiuoli', 'Medici'],
['Castellani', 'Peruzzi'],
['Castellani', 'Strozzi'],
['Castellani', 'Barbadori'],
['Medici', 'Barbadori'],
['Medici', 'Ridolfi'],
['Medici', 'Tornabuoni'],
['Medici', 'Albizzi'],
['Medici', 'Salviati'],
['Salviati', 'Pazzi'],
['Peruzzi', 'Strozzi'],
['Peruzzi', 'Bischeri'],
['Strozzi', 'Ridolfi'],
['Strozzi', 'Bischeri'],
['Ridolfi', 'Tornabuoni'],
['Tornabuoni', 'Guadagni'],
['Albizzi', 'Ginori'],
['Albizzi', 'Guadagni'],
['Bischeri', 'Guadagni'],
['Guadagni', 'Lamberteschi']
];
/**
* Function generating the florentine families graph.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @return {Graph}
*/
module.exports = function florentineFamilies(GraphClass) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/social/florentine-families: invalid Graph constructor.');
var graph = new GraphClass(),
edge,
i,
l;
for (i = 0, l = EDGES.length; i < l; i++) {
edge = EDGES[i];
graph.mergeEdge(edge[0], edge[1]);
}
return graph;
};
},{"graphology-utils/is-graph-constructor":107}],70:[function(require,module,exports){
/**
* Graphology Social Graph Generators
* ===================================
*
* Social graph generators endpoint.
*/
exports.florentineFamilies = require('./florentine-families.js');
exports.karateClub = require('./karate-club.js');
},{"./florentine-families.js":69,"./karate-club.js":71}],71:[function(require,module,exports){
/**
* Graphology Karate Graph Generator
* ==================================
*
* Function generating Zachary's karate club graph.
*
* [Reference]:
* Zachary, Wayne W.
* "An Information Flow Model for Conflict and Fission in Small Groups."
* Journal of Anthropological Research, 33, 452--473, (1977).
*/
var isGraphConstructor = require('graphology-utils/is-graph-constructor');
/**
* Data.
*/
var DATA = [
'0111111110111100010101000000000100',
'1011000100000100010101000000001000',
'1101000111000100000000000001100010',
'1110000100001100000000000000000000',
'1000001000100000000000000000000000',
'1000001000100000100000000000000000',
'1000110000000000100000000000000000',
'1111000000000000000000000000000000',
'1010000000000000000000000000001011',
'0010000000000000000000000000000001',
'1000110000000000000000000000000000',
'1000000000000000000000000000000000',
'1001000000000000000000000000000000',
'1111000000000000000000000000000001',
'0000000000000000000000000000000011',
'0000000000000000000000000000000011',
'0000011000000000000000000000000000',
'1100000000000000000000000000000000',
'0000000000000000000000000000000011',
'1100000000000000000000000000000001',
'0000000000000000000000000000000011',
'1100000000000000000000000000000000',
'0000000000000000000000000000000011',
'0000000000000000000000000101010011',
'0000000000000000000000000101000100',
'0000000000000000000000011000000100',
'0000000000000000000000000000010001',
'0010000000000000000000011000000001',
'0010000000000000000000000000000101',
'0000000000000000000000010010000011',
'0100000010000000000000000000000011',
'1000000000000000000000001100100011',
'0010000010000011001010110000011101',
'0000000011000111001110110011111110'
];
var CLUB1 = new Set([
0, 1, 2, 3, 4, 5, 6, 7, 8, 10, 11, 12, 13, 16, 17, 19, 21
]);
/**
* Function generating the karate club graph.
*
* @param {Class} GraphClass - The Graph Class to instantiate.
* @return {Graph}
*/
module.exports = function karateClub(GraphClass) {
if (!isGraphConstructor(GraphClass))
throw new Error('graphology-generators/social/karate: invalid Graph constructor.');
var graph = new GraphClass(),
club;
for (var i = 0; i < 34; i++) {
club = CLUB1.has(i) ? 'Mr. Hi' : 'Officer';
graph.addNode(i, {club: club});
}
var line,
entry,
row,
column,
l,
m;
for (row = 0, l = DATA.length; row < l; row++) {
line = DATA[row].split('');
for (column = row + 1, m = line.length; column < m; column++) {
entry = +line[column];
if (entry)
graph.addEdgeWithKey(row + '->' + column, row, column);
}
}
return graph;
};
},{"graphology-utils/is-graph-constructor":107}],72:[function(require,module,exports){
/**
* Graphology Outbound Neighborhood Indices
* =========================================
*/
var typed = require('mnemonist/utils/typed-arrays');
function OutboundNeighborhoodIndex(graph) {
var upperBound = graph.directedSize + graph.undirectedSize * 2;
var NeighborhoodPointerArray = typed.getPointerArray(upperBound);
var NodesPointerArrray = typed.getPointerArray(graph.order);
// NOTE: directedSize + undirectedSize * 2 is an upper bound for
// neighborhood size
this.graph = graph;
this.neighborhood = new NodesPointerArrray(upperBound);
this.starts = new NeighborhoodPointerArray(graph.order + 1);
this.nodes = graph.nodes();
var ids = {};
var i, l, j, m, node, neighbors;
var n = 0;
for (i = 0, l = graph.order; i < l; i++)
ids[this.nodes[i]] = i;
for (i = 0, l = graph.order; i < l; i++) {
node = this.nodes[i];
neighbors = graph.outboundNeighbors(node);
this.starts[i] = n;
for (j = 0, m = neighbors.length; j < m; j++)
this.neighborhood[n++] = ids[neighbors[j]];
}
// NOTE: we keep one more index as upper bound to simplify iteration
this.starts[i] = upperBound;
}
OutboundNeighborhoodIndex.prototype.bounds = function(i) {
return [this.starts[i], this.starts[i + 1]];
};
OutboundNeighborhoodIndex.prototype.project = function() {
var self = this;
var projection = {};
self.nodes.forEach(function(node, i) {
projection[node] = Array.from(
self.neighborhood.slice(self.starts[i], self.starts[i + 1])
).map(function(j) {
return self.nodes[j];
});
});
return projection;
};
OutboundNeighborhoodIndex.prototype.collect = function(results) {
var i, l;
var o = {};
for (i = 0, l = results.length; i < l; i++)
o[this.nodes[i]] = results[i];
return o;
};
OutboundNeighborhoodIndex.prototype.assign = function(prop, results) {
var i, l;
for (i = 0, l = results.length; i < l; i++)
this.graph.setNodeAttribute(this.nodes[i], prop, results[i]);
};
exports.OutboundNeighborhoodIndex = OutboundNeighborhoodIndex;
function WeightedOutboundNeighborhoodIndex(graph, weightAttribute) {
var upperBound = graph.directedSize + graph.undirectedSize * 2;
var NeighborhoodPointerArray = typed.getPointerArray(upperBound);
var NodesPointerArrray = typed.getPointerArray(graph.order);
weightAttribute = weightAttribute || 'weight';
// NOTE: directedSize + undirectedSize * 2 is an upper bound for
// neighborhood size
this.graph = graph;
this.neighborhood = new NodesPointerArrray(upperBound);
this.weights = new Float64Array(upperBound);
this.starts = new NeighborhoodPointerArray(graph.order + 1);
this.nodes = graph.nodes();
var ids = {};
var i, l, j, m, node, neighbor, edges, edge, weight;
var n = 0;
for (i = 0, l = graph.order; i < l; i++)
ids[this.nodes[i]] = i;
for (i = 0, l = graph.order; i < l; i++) {
node = this.nodes[i];
edges = graph.outboundEdges(node);
this.starts[i] = n;
for (j = 0, m = edges.length; j < m; j++) {
edge = edges[j];
neighbor = graph.opposite(node, edge);
weight = graph.getEdgeAttribute(edge, weightAttribute);
if (typeof weight !== 'number')
weight = 1;
// NOTE: for weighted mixed beware of merging weights if twice the same neighbor
this.neighborhood[n] = ids[neighbor];
this.weights[n++] = weight;
}
}
// NOTE: we keep one more index as upper bound to simplify iteration
this.starts[i] = upperBound;
}
WeightedOutboundNeighborhoodIndex.prototype.bounds = OutboundNeighborhoodIndex.prototype.bounds;
WeightedOutboundNeighborhoodIndex.prototype.project = OutboundNeighborhoodIndex.prototype.project;
WeightedOutboundNeighborhoodIndex.prototype.collect = OutboundNeighborhoodIndex.prototype.collect;
WeightedOutboundNeighborhoodIndex.prototype.assign = OutboundNeighborhoodIndex.prototype.assign;
exports.WeightedOutboundNeighborhoodIndex = WeightedOutboundNeighborhoodIndex;
},{"mnemonist/utils/typed-arrays":73}],73:[function(require,module,exports){
/**
* Mnemonist Typed Array Helpers
* ==============================
*
* Miscellaneous helpers related to typed arrays.
*/
/**
* When using an unsigned integer array to store pointers, one might want to
* choose the optimal word size in regards to the actual numbers of pointers
* to store.
*
* This helpers does just that.
*
* @param {number} size - Expected size of the array to map.
* @return {TypedArray}
*/
var MAX_8BIT_INTEGER = Math.pow(2, 8) - 1,
MAX_16BIT_INTEGER = Math.pow(2, 16) - 1,
MAX_32BIT_INTEGER = Math.pow(2, 32) - 1;
var MAX_SIGNED_8BIT_INTEGER = Math.pow(2, 7) - 1,
MAX_SIGNED_16BIT_INTEGER = Math.pow(2, 15) - 1,
MAX_SIGNED_32BIT_INTEGER = Math.pow(2, 31) - 1;
exports.getPointerArray = function(size) {
var maxIndex = size - 1;
if (maxIndex <= MAX_8BIT_INTEGER)
return Uint8Array;
if (maxIndex <= MAX_16BIT_INTEGER)
return Uint16Array;
if (maxIndex <= MAX_32BIT_INTEGER)
return Uint32Array;
return Float64Array;
};
exports.getSignedPointerArray = function(size) {
var maxIndex = size - 1;
if (maxIndex <= MAX_SIGNED_8BIT_INTEGER)
return Int8Array;
if (maxIndex <= MAX_SIGNED_16BIT_INTEGER)
return Int16Array;
if (maxIndex <= MAX_SIGNED_32BIT_INTEGER)
return Int32Array;
return Float64Array;
};
/**
* Function returning the minimal type able to represent the given number.
*
* @param {number} value - Value to test.
* @return {TypedArrayClass}
*/
exports.getNumberType = function(value) {
// <= 32 bits itnteger?
if (value === (value | 0)) {
// Negative
if (Math.sign(value) === -1) {
if (value <= 127 && value >= -128)
return Int8Array;
if (value <= 32767 && value >= -32768)
return Int16Array;
return Int32Array;
}
else {
if (value <= 255)
return Uint8Array;
if (value <= 65535)
return Uint16Array;
return Uint32Array;
}
}
// 53 bits integer & floats
// NOTE: it's kinda hard to tell whether we could use 32bits or not...
return Float64Array;
};
/**
* Function returning the minimal type able to represent the given array
* of JavaScript numbers.
*
* @param {array} array - Array to represent.
* @param {function} getter - Optional getter.
* @return {TypedArrayClass}
*/
var TYPE_PRIORITY = {
Uint8Array: 1,
Int8Array: 2,
Uint16Array: 3,
Int16Array: 4,
Uint32Array: 5,
Int32Array: 6,
Float32Array: 7,
Float64Array: 8
};
// TODO: make this a one-shot for one value
exports.getMinimalRepresentation = function(array, getter) {
var maxType = null,
maxPriority = 0,
p,
t,
v,
i,
l;
for (i = 0, l = array.length; i < l; i++) {
v = getter ? getter(array[i]) : array[i];
t = exports.getNumberType(v);
p = TYPE_PRIORITY[t.name];
if (p > maxPriority) {
maxPriority = p;
maxType = t;
}
}
return maxType;
};
/**
* Function returning whether the given value is a typed array.
*
* @param {any} value - Value to test.
* @return {boolean}
*/
exports.isTypedArray = function(value) {
return typeof ArrayBuffer !== 'undefined' && ArrayBuffer.isView(value);
};
/**
* Function used to concat byte arrays.
*
* @param {...ByteArray}
* @return {ByteArray}
*/
exports.concat = function() {
var length = 0,
i,
o,
l;
for (i = 0, l = arguments.length; i < l; i++)
length += arguments[i].length;
var array = new (arguments[0].constructor)(length);
for (i = 0, o = 0; i < l; i++) {
array.set(arguments[i], o);
o += arguments[i].length;
}
return array;
};
/**
* Function used to initialize a byte array of indices.
*
* @param {number} length - Length of target.
* @return {ByteArray}
*/
exports.indices = function(length) {
var PointerArray = exports.getPointerArray(length);
var array = new PointerArray(length);
for (var i = 0; i < length; i++)
array[i] = i;
return array;
};
},{}],74:[function(require,module,exports){
/**
* Graphology ForceAtlas2 Layout Default Settings
* ===============================================
*/
module.exports = {
linLogMode: false,
outboundAttractionDistribution: false,
adjustSizes: false,
edgeWeightInfluence: 0,
scalingRatio: 1,
strongGravityMode: false,
gravity: 1,
slowDown: 1,
barnesHutOptimize: false,
barnesHutTheta: 0.5
};
},{}],75:[function(require,module,exports){
/**
* Graphology ForceAtlas2 Helpers
* ===============================
*
* Miscellaneous helper functions.
*/
/**
* Constants.
*/
var PPN = 10,
PPE = 3;
/**
* Very simple Object.assign-like function.
*
* @param {object} target - First object.
* @param {object} [...objects] - Objects to merge.
* @return {object}
*/
exports.assign = function(target) {
target = target || {};
var objects = Array.prototype.slice.call(arguments).slice(1),
i,
k,
l;
for (i = 0, l = objects.length; i < l; i++) {
if (!objects[i])
continue;
for (k in objects[i])
target[k] = objects[i][k];
}
return target;
};
/**
* Function used to validate the given settings.
*
* @param {object} settings - Settings to validate.
* @return {object|null}
*/
exports.validateSettings = function(settings) {
if ('linLogMode' in settings &&
typeof settings.linLogMode !== 'boolean')
return {message: 'the `linLogMode` setting should be a boolean.'};
if ('outboundAttractionDistribution' in settings &&
typeof settings.outboundAttractionDistribution !== 'boolean')
return {message: 'the `outboundAttractionDistribution` setting should be a boolean.'};
if ('adjustSizes' in settings &&
typeof settings.adjustSizes !== 'boolean')
return {message: 'the `adjustSizes` setting should be a boolean.'};
if ('edgeWeightInfluence' in settings &&
typeof settings.edgeWeightInfluence !== 'number' &&
settings.edgeWeightInfluence < 0)
return {message: 'the `edgeWeightInfluence` setting should be a number >= 0.'};
if ('scalingRatio' in settings &&
typeof settings.scalingRatio !== 'number' &&
settings.scalingRatio < 0)
return {message: 'the `scalingRatio` setting should be a number >= 0.'};
if ('strongGravityMode' in settings &&
typeof settings.strongGravityMode !== 'boolean')
return {message: 'the `strongGravityMode` setting should be a boolean.'};
if ('gravity' in settings &&
typeof settings.gravity !== 'number' &&
settings.gravity < 0)
return {message: 'the `gravity` setting should be a number >= 0.'};
if ('slowDown' in settings &&
typeof settings.slowDown !== 'number' &&
settings.slowDown < 0)
return {message: 'the `slowDown` setting should be a number >= 0.'};
if ('barnesHutOptimize' in settings &&
typeof settings.barnesHutOptimize !== 'boolean')
return {message: 'the `barnesHutOptimize` setting should be a boolean.'};
if ('barnesHutTheta' in settings &&
typeof settings.barnesHutTheta !== 'number' &&
settings.barnesHutTheta < 0)
return {message: 'the `barnesHutTheta` setting should be a number >= 0.'};
return null;
};
/**
* Function generating a flat matrix for both nodes & edges of the given graph.
*
* @param {Graph} graph - Target graph.
* @return {object} - Both matrices.
*/
exports.graphToByteArrays = function(graph) {
var nodes = graph.nodes(),
edges = graph.edges(),
order = nodes.length,
size = edges.length,
index = {},
i,
j;
var NodeMatrix = new Float32Array(order * PPN),
EdgeMatrix = new Float32Array(size * PPE);
// Iterate through nodes
for (i = j = 0; i < order; i++) {
// Node index
index[nodes[i]] = j;
// Populating byte array
NodeMatrix[j] = graph.getNodeAttribute(nodes[i], 'x');
NodeMatrix[j + 1] = graph.getNodeAttribute(nodes[i], 'y');
NodeMatrix[j + 2] = 0;
NodeMatrix[j + 3] = 0;
NodeMatrix[j + 4] = 0;
NodeMatrix[j + 5] = 0;
NodeMatrix[j + 6] = 1 + graph.degree(nodes[i]);
NodeMatrix[j + 7] = 1;
NodeMatrix[j + 8] = graph.getNodeAttribute(nodes[i], 'size') || 1;
NodeMatrix[j + 9] = 0;
j += PPN;
}
// Iterate through edges
for (i = j = 0; i < size; i++) {
// Populating byte array
EdgeMatrix[j] = index[graph.source(edges[i])];
EdgeMatrix[j + 1] = index[graph.target(edges[i])];
EdgeMatrix[j + 2] = graph.getEdgeAttribute(edges[i], 'weight') || 0;
j += PPE;
}
return {
nodes: NodeMatrix,
edges: EdgeMatrix
};
};
/**
* Function applying the layout back to the graph.
*
* @param {Graph} graph - Target graph.
* @param {Float32Array} NodeMatrix - Node matrix.
*/
exports.assignLayoutChanges = function(graph, NodeMatrix) {
var nodes = graph.nodes();
for (var i = 0, j = 0, l = NodeMatrix.length; i < l; i += PPN) {
graph.setNodeAttribute(nodes[j], 'x', NodeMatrix[i]);
graph.setNodeAttribute(nodes[j], 'y', NodeMatrix[i + 1]);
j++;
}
};
/**
* Function collecting the layout positions.
*
* @param {Graph} graph - Target graph.
* @param {Float32Array} NodeMatrix - Node matrix.
* @return {object} - Map to node positions.
*/
exports.collectLayoutChanges = function(graph, NodeMatrix) {
var nodes = graph.nodes(),
positions = Object.create(null);
for (var i = 0, j = 0, l = NodeMatrix.length; i < l; i += PPN) {
positions[nodes[j]] = {
x: NodeMatrix[i],
y: NodeMatrix[i + 1]
};
j++;
}
return positions;
};
},{}],76:[function(require,module,exports){
/**
* Graphology ForceAtlas2 Layout
* ==============================
*
* Library endpoint.
*/
var isGraph = require('graphology-utils/is-graph'),
iterate = require('./iterate.js'),
helpers = require('./helpers.js');
var DEFAULT_SETTINGS = require('./defaults.js');
/**
* Asbtract function used to run a certain number of iterations.
*
* @param {boolean} assign - Whether to assign positions.
* @param {Graph} graph - Target graph.
* @param {object|number} params - If number, params.iterations, else:
* @param {number} iterations - Number of iterations.
* @param {object} [settings] - Settings.
* @return {object|undefined}
*/
function abstractSynchronousLayout(assign, graph, params) {
if (!isGraph(graph))
throw new Error('graphology-layout-forceatlas2: the given graph is not a valid graphology instance.');
if (typeof params === 'number')
params = {iterations: params};
var iterations = params.iterations;
if (typeof iterations !== 'number')
throw new Error('graphology-layout-forceatlas2: invalid number of iterations.');
if (iterations <= 0)
throw new Error('graphology-layout-forceatlas2: you should provide a positive number of iterations.');
// Validating settings
var settings = helpers.assign({}, DEFAULT_SETTINGS, params.settings),
validationError = helpers.validateSettings(settings);
if (validationError)
throw new Error('graphology-layout-forceatlas2: ' + validationError.message);
// Building matrices
var matrices = helpers.graphToByteArrays(graph),
i;
// Iterating
for (i = 0; i < iterations; i++)
iterate(settings, matrices.nodes, matrices.edges);
// Applying
if (assign) {
helpers.assignLayoutChanges(graph, matrices.nodes);
return;
}
return helpers.collectLayoutChanges(graph, matrices.nodes);
}
/**
* Function returning sane layout settings for the given graph.
*
* @param {Graph} graph - Target graph.
* @return {object}
*/
function inferSettings(graph) {
var order = graph.order;
return {
barnesHutOptimize: order > 2000,
strongGravityMode: true,
gravity: 0.05,
scalingRatio: 10,
slowDown: 1 + Math.log(order)
};
}
/**
* Exporting.
*/
var synchronousLayout = abstractSynchronousLayout.bind(null, false);
synchronousLayout.assign = abstractSynchronousLayout.bind(null, true);
synchronousLayout.inferSettings = inferSettings;
module.exports = synchronousLayout;
},{"./defaults.js":74,"./helpers.js":75,"./iterate.js":77,"graphology-utils/is-graph":108}],77:[function(require,module,exports){
/* eslint no-constant-condition: 0 */
/**
* Graphology ForceAtlas2 Iteration
* =================================
*
* Function used to perform a single iteration of the algorithm.
*/
/**
* Matrices properties accessors.
*/
var NODE_X = 0,
NODE_Y = 1,
NODE_DX = 2,
NODE_DY = 3,
NODE_OLD_DX = 4,
NODE_OLD_DY = 5,
NODE_MASS = 6,
NODE_CONVERGENCE = 7,
NODE_SIZE = 8,
NODE_FIXED = 9;
var EDGE_SOURCE = 0,
EDGE_TARGET = 1,
EDGE_WEIGHT = 2;
var REGION_NODE = 0,
REGION_CENTER_X = 1,
REGION_CENTER_Y = 2,
REGION_SIZE = 3,
REGION_NEXT_SIBLING = 4,
REGION_FIRST_CHILD = 5,
REGION_MASS = 6,
REGION_MASS_CENTER_X = 7,
REGION_MASS_CENTER_Y = 8;
var SUBDIVISION_ATTEMPTS = 3;
/**
* Constants.
*/
var PPN = 10,
PPE = 3,
PPR = 9;
var MAX_FORCE = 10;
/**
* Function used to perform a single interation of the algorithm.
*
* @param {object} options - Layout options.
* @param {Float32Array} NodeMatrix - Node data.
* @param {Float32Array} EdgeMatrix - Edge data.
* @return {object} - Some metadata.
*/
module.exports = function iterate(options, NodeMatrix, EdgeMatrix) {
// Initializing variables
var l, r, n, n1, n2, rn, e, w, g, s;
var order = NodeMatrix.length,
size = EdgeMatrix.length;
var adjustSizes = options.adjustSizes;
var thetaSquared = options.barnesHutTheta * options.barnesHutTheta;
var outboundAttCompensation,
coefficient,
xDist,
yDist,
ewc,
distance,
factor;
var RegionMatrix = [];
// 1) Initializing layout data
//-----------------------------
// Resetting positions & computing max values
for (n = 0; n < order; n += PPN) {
NodeMatrix[n + NODE_OLD_DX] = NodeMatrix[n + NODE_DX];
NodeMatrix[n + NODE_OLD_DY] = NodeMatrix[n + NODE_DY];
NodeMatrix[n + NODE_DX] = 0;
NodeMatrix[n + NODE_DY] = 0;
}
// If outbound attraction distribution, compensate
if (options.outboundAttractionDistribution) {
outboundAttCompensation = 0;
for (n = 0; n < order; n += PPN) {
outboundAttCompensation += NodeMatrix[n + NODE_MASS];
}
outboundAttCompensation /= (order / PPN);
}
// 1.bis) Barnes-Hut computation
//------------------------------
if (options.barnesHutOptimize) {
// Setting up
var minX = Infinity,
maxX = -Infinity,
minY = Infinity,
maxY = -Infinity,
q, q2, subdivisionAttempts;
// Computing min and max values
for (n = 0; n < order; n += PPN) {
minX = Math.min(minX, NodeMatrix[n + NODE_X]);
maxX = Math.max(maxX, NodeMatrix[n + NODE_X]);
minY = Math.min(minY, NodeMatrix[n + NODE_Y]);
maxY = Math.max(maxY, NodeMatrix[n + NODE_Y]);
}
// squarify bounds, it's a quadtree
var dx = maxX - minX, dy = maxY - minY;
if (dx > dy) {
minY -= (dx - dy) / 2;
maxY = minY + dx;
}
else {
minX -= (dy - dx) / 2;
maxX = minX + dy;
}
// Build the Barnes Hut root region
RegionMatrix[0 + REGION_NODE] = -1;
RegionMatrix[0 + REGION_CENTER_X] = (minX + maxX) / 2;
RegionMatrix[0 + REGION_CENTER_Y] = (minY + maxY) / 2;
RegionMatrix[0 + REGION_SIZE] = Math.max(maxX - minX, maxY - minY);
RegionMatrix[0 + REGION_NEXT_SIBLING] = -1;
RegionMatrix[0 + REGION_FIRST_CHILD] = -1;
RegionMatrix[0 + REGION_MASS] = 0;
RegionMatrix[0 + REGION_MASS_CENTER_X] = 0;
RegionMatrix[0 + REGION_MASS_CENTER_Y] = 0;
// Add each node in the tree
l = 1;
for (n = 0; n < order; n += PPN) {
// Current region, starting with root
r = 0;
subdivisionAttempts = SUBDIVISION_ATTEMPTS;
while (true) {
// Are there sub-regions?
// We look at first child index
if (RegionMatrix[r + REGION_FIRST_CHILD] >= 0) {
// There are sub-regions
// We just iterate to find a "leaf" of the tree
// that is an empty region or a region with a single node
// (see next case)
// Find the quadrant of n
if (NodeMatrix[n + NODE_X] < RegionMatrix[r + REGION_CENTER_X]) {
if (NodeMatrix[n + NODE_Y] < RegionMatrix[r + REGION_CENTER_Y]) {
// Top Left quarter
q = RegionMatrix[r + REGION_FIRST_CHILD];
}
else {
// Bottom Left quarter
q = RegionMatrix[r + REGION_FIRST_CHILD] + PPR;
}
}
else {
if (NodeMatrix[n + NODE_Y] < RegionMatrix[r + REGION_CENTER_Y]) {
// Top Right quarter
q = RegionMatrix[r + REGION_FIRST_CHILD] + PPR * 2;
}
else {
// Bottom Right quarter
q = RegionMatrix[r + REGION_FIRST_CHILD] + PPR * 3;
}
}
// Update center of mass and mass (we only do it for non-leave regions)
RegionMatrix[r + REGION_MASS_CENTER_X] =
(RegionMatrix[r + REGION_MASS_CENTER_X] * RegionMatrix[r + REGION_MASS] +
NodeMatrix[n + NODE_X] * NodeMatrix[n + NODE_MASS]) /
(RegionMatrix[r + REGION_MASS] + NodeMatrix[n + NODE_MASS]);
RegionMatrix[r + REGION_MASS_CENTER_Y] =
(RegionMatrix[r + REGION_MASS_CENTER_Y] * RegionMatrix[r + REGION_MASS] +
NodeMatrix[n + NODE_Y] * NodeMatrix[n + NODE_MASS]) /
(RegionMatrix[r + REGION_MASS] + NodeMatrix[n + NODE_MASS]);
RegionMatrix[r + REGION_MASS] += NodeMatrix[n + NODE_MASS];
// Iterate on the right quadrant
r = q;
continue;
}
else {
// There are no sub-regions: we are in a "leaf"
// Is there a node in this leave?
if (RegionMatrix[r + REGION_NODE] < 0) {
// There is no node in region:
// we record node n and go on
RegionMatrix[r + REGION_NODE] = n;
break;
}
else {
// There is a node in this region
// We will need to create sub-regions, stick the two
// nodes (the old one r[0] and the new one n) in two
// subregions. If they fall in the same quadrant,
// we will iterate.
// Create sub-regions
RegionMatrix[r + REGION_FIRST_CHILD] = l * PPR;
w = RegionMatrix[r + REGION_SIZE] / 2; // new size (half)
// NOTE: we use screen coordinates
// from Top Left to Bottom Right
// Top Left sub-region
g = RegionMatrix[r + REGION_FIRST_CHILD];
RegionMatrix[g + REGION_NODE] = -1;
RegionMatrix[g + REGION_CENTER_X] = RegionMatrix[r + REGION_CENTER_X] - w;
RegionMatrix[g + REGION_CENTER_Y] = RegionMatrix[r + REGION_CENTER_Y] - w;
RegionMatrix[g + REGION_SIZE] = w;
RegionMatrix[g + REGION_NEXT_SIBLING] = g + PPR;
RegionMatrix[g + REGION_FIRST_CHILD] = -1;
RegionMatrix[g + REGION_MASS] = 0;
RegionMatrix[g + REGION_MASS_CENTER_X] = 0;
RegionMatrix[g + REGION_MASS_CENTER_Y] = 0;
// Bottom Left sub-region
g += PPR;
RegionMatrix[g + REGION_NODE] = -1;
RegionMatrix[g + REGION_CENTER_X] = RegionMatrix[r + REGION_CENTER_X] - w;
RegionMatrix[g + REGION_CENTER_Y] = RegionMatrix[r + REGION_CENTER_Y] + w;
RegionMatrix[g + REGION_SIZE] = w;
RegionMatrix[g + REGION_NEXT_SIBLING] = g + PPR;
RegionMatrix[g + REGION_FIRST_CHILD] = -1;
RegionMatrix[g + REGION_MASS] = 0;
RegionMatrix[g + REGION_MASS_CENTER_X] = 0;
RegionMatrix[g + REGION_MASS_CENTER_Y] = 0;
// Top Right sub-region
g += PPR;
RegionMatrix[g + REGION_NODE] = -1;
RegionMatrix[g + REGION_CENTER_X] = RegionMatrix[r + REGION_CENTER_X] + w;
RegionMatrix[g + REGION_CENTER_Y] = RegionMatrix[r + REGION_CENTER_Y] - w;
RegionMatrix[g + REGION_SIZE] = w;
RegionMatrix[g + REGION_NEXT_SIBLING] = g + PPR;
RegionMatrix[g + REGION_FIRST_CHILD] = -1;
RegionMatrix[g + REGION_MASS] = 0;
RegionMatrix[g + REGION_MASS_CENTER_X] = 0;
RegionMatrix[g + REGION_MASS_CENTER_Y] = 0;
// Bottom Right sub-region
g += PPR;
RegionMatrix[g + REGION_NODE] = -1;
RegionMatrix[g + REGION_CENTER_X] = RegionMatrix[r + REGION_CENTER_X] + w;
RegionMatrix[g + REGION_CENTER_Y] = RegionMatrix[r + REGION_CENTER_Y] + w;
RegionMatrix[g + REGION_SIZE] = w;
RegionMatrix[g + REGION_NEXT_SIBLING] = RegionMatrix[r + REGION_NEXT_SIBLING];
RegionMatrix[g + REGION_FIRST_CHILD] = -1;
RegionMatrix[g + REGION_MASS] = 0;
RegionMatrix[g + REGION_MASS_CENTER_X] = 0;
RegionMatrix[g + REGION_MASS_CENTER_Y] = 0;
l += 4;
// Now the goal is to find two different sub-regions
// for the two nodes: the one previously recorded (r[0])
// and the one we want to add (n)
// Find the quadrant of the old node
if (NodeMatrix[RegionMatrix[r + REGION_NODE] + NODE_X] < RegionMatrix[r + REGION_CENTER_X]) {
if (NodeMatrix[RegionMatrix[r + REGION_NODE] + NODE_Y] < RegionMatrix[r + REGION_CENTER_Y]) {
// Top Left quarter
q = RegionMatrix[r + REGION_FIRST_CHILD];
}
else {
// Bottom Left quarter
q = RegionMatrix[r + REGION_FIRST_CHILD] + PPR;
}
}
else {
if (NodeMatrix[RegionMatrix[r + REGION_NODE] + NODE_Y] < RegionMatrix[r + REGION_CENTER_Y]) {
// Top Right quarter
q = RegionMatrix[r + REGION_FIRST_CHILD] + PPR * 2;
}
else {
// Bottom Right quarter
q = RegionMatrix[r + REGION_FIRST_CHILD] + PPR * 3;
}
}
// We remove r[0] from the region r, add its mass to r and record it in q
RegionMatrix[r + REGION_MASS] = NodeMatrix[RegionMatrix[r + REGION_NODE] + NODE_MASS];
RegionMatrix[r + REGION_MASS_CENTER_X] = NodeMatrix[RegionMatrix[r + REGION_NODE] + NODE_X];
RegionMatrix[r + REGION_MASS_CENTER_Y] = NodeMatrix[RegionMatrix[r + REGION_NODE] + NODE_Y];
RegionMatrix[q + REGION_NODE] = RegionMatrix[r + REGION_NODE];
RegionMatrix[r + REGION_NODE] = -1;
// Find the quadrant of n
if (NodeMatrix[n + NODE_X] < RegionMatrix[r + REGION_CENTER_X]) {
if (NodeMatrix[n + NODE_Y] < RegionMatrix[r + REGION_CENTER_Y]) {
// Top Left quarter
q2 = RegionMatrix[r + REGION_FIRST_CHILD];
}
else {
// Bottom Left quarter
q2 = RegionMatrix[r + REGION_FIRST_CHILD] + PPR;
}
}
else {
if (NodeMatrix[n + NODE_Y] < RegionMatrix[r + REGION_CENTER_Y]) {
// Top Right quarter
q2 = RegionMatrix[r + REGION_FIRST_CHILD] + PPR * 2;
}
else {
// Bottom Right quarter
q2 = RegionMatrix[r + REGION_FIRST_CHILD] + PPR * 3;
}
}
if (q === q2) {
// If both nodes are in the same quadrant,
// we have to try it again on this quadrant
if (subdivisionAttempts--) {
r = q;
continue; // while
}
else {
// we are out of precision here, and we cannot subdivide anymore
// but we have to break the loop anyway
subdivisionAttempts = SUBDIVISION_ATTEMPTS;
break; // while
}
}
// If both quadrants are different, we record n
// in its quadrant
RegionMatrix[q2 + REGION_NODE] = n;
break;
}
}
}
}
}
// 2) Repulsion
//--------------
// NOTES: adjustSizes = antiCollision & scalingRatio = coefficient
if (options.barnesHutOptimize) {
coefficient = options.scalingRatio;
// Applying repulsion through regions
for (n = 0; n < order; n += PPN) {
// Computing leaf quad nodes iteration
r = 0; // Starting with root region
while (true) {
if (RegionMatrix[r + REGION_FIRST_CHILD] >= 0) {
// The region has sub-regions
// We run the Barnes Hut test to see if we are at the right distance
distance = (
(Math.pow(NodeMatrix[n + NODE_X] - RegionMatrix[r + REGION_MASS_CENTER_X], 2)) +
(Math.pow(NodeMatrix[n + NODE_Y] - RegionMatrix[r + REGION_MASS_CENTER_Y], 2))
);
s = RegionMatrix[r + REGION_SIZE];
if ((4 * s * s) / distance < thetaSquared) {
// We treat the region as a single body, and we repulse
xDist = NodeMatrix[n + NODE_X] - RegionMatrix[r + REGION_MASS_CENTER_X];
yDist = NodeMatrix[n + NODE_Y] - RegionMatrix[r + REGION_MASS_CENTER_Y];
if (adjustSizes === true) {
//-- Linear Anti-collision Repulsion
if (distance > 0) {
factor = coefficient * NodeMatrix[n + NODE_MASS] *
RegionMatrix[r + REGION_MASS] / distance;
NodeMatrix[n + NODE_DX] += xDist * factor;
NodeMatrix[n + NODE_DY] += yDist * factor;
}
else if (distance < 0) {
factor = -coefficient * NodeMatrix[n + NODE_MASS] *
RegionMatrix[r + REGION_MASS] / Math.sqrt(distance);
NodeMatrix[n + NODE_DX] += xDist * factor;
NodeMatrix[n + NODE_DY] += yDist * factor;
}
}
else {
//-- Linear Repulsion
if (distance > 0) {
factor = coefficient * NodeMatrix[n + NODE_MASS] *
RegionMatrix[r + REGION_MASS] / distance;
NodeMatrix[n + NODE_DX] += xDist * factor;
NodeMatrix[n + NODE_DY] += yDist * factor;
}
}
// When this is done, we iterate. We have to look at the next sibling.
r = RegionMatrix[r + REGION_NEXT_SIBLING];
if (r < 0)
break; // No next sibling: we have finished the tree
continue;
}
else {
// The region is too close and we have to look at sub-regions
r = RegionMatrix[r + REGION_FIRST_CHILD];
continue;
}
}
else {
// The region has no sub-region
// If there is a node r[0] and it is not n, then repulse
rn = RegionMatrix[r + REGION_NODE];
if (rn >= 0 && rn !== n) {
xDist = NodeMatrix[n + NODE_X] - NodeMatrix[rn + NODE_X];
yDist = NodeMatrix[n + NODE_Y] - NodeMatrix[rn + NODE_Y];
distance = xDist * xDist + yDist * yDist;
if (adjustSizes === true) {
//-- Linear Anti-collision Repulsion
if (distance > 0) {
factor = coefficient * NodeMatrix[n + NODE_MASS] *
NodeMatrix[rn + NODE_MASS] / distance;
NodeMatrix[n + NODE_DX] += xDist * factor;
NodeMatrix[n + NODE_DY] += yDist * factor;
}
else if (distance < 0) {
factor = -coefficient * NodeMatrix[n + NODE_MASS] *
NodeMatrix[rn + NODE_MASS] / Math.sqrt(distance);
NodeMatrix[n + NODE_DX] += xDist * factor;
NodeMatrix[n + NODE_DY] += yDist * factor;
}
}
else {
//-- Linear Repulsion
if (distance > 0) {
factor = coefficient * NodeMatrix[n + NODE_MASS] *
NodeMatrix[rn + NODE_MASS] / distance;
NodeMatrix[n + NODE_DX] += xDist * factor;
NodeMatrix[n + NODE_DY] += yDist * factor;
}
}
}
// When this is done, we iterate. We have to look at the next sibling.
r = RegionMatrix[r + REGION_NEXT_SIBLING];
if (r < 0)
break; // No next sibling: we have finished the tree
continue;
}
}
}
}
else {
coefficient = options.scalingRatio;
// Square iteration
for (n1 = 0; n1 < order; n1 += PPN) {
for (n2 = 0; n2 < n1; n2 += PPN) {
// Common to both methods
xDist = NodeMatrix[n1 + NODE_X] - NodeMatrix[n2 + NODE_X];
yDist = NodeMatrix[n1 + NODE_Y] - NodeMatrix[n2 + NODE_Y];
if (adjustSizes === true) {
//-- Anticollision Linear Repulsion
distance = Math.sqrt(xDist * xDist + yDist * yDist) -
NodeMatrix[n1 + NODE_SIZE] -
NodeMatrix[n2 + NODE_SIZE];
if (distance > 0) {
factor = coefficient *
NodeMatrix[n1 + NODE_MASS] *
NodeMatrix[n2 + NODE_MASS] /
distance / distance;
// Updating nodes' dx and dy
NodeMatrix[n1 + NODE_DX] += xDist * factor;
NodeMatrix[n1 + NODE_DY] += yDist * factor;
NodeMatrix[n2 + NODE_DX] += xDist * factor;
NodeMatrix[n2 + NODE_DY] += yDist * factor;
}
else if (distance < 0) {
factor = 100 * coefficient *
NodeMatrix[n1 + NODE_MASS] *
NodeMatrix[n2 + NODE_MASS];
// Updating nodes' dx and dy
NodeMatrix[n1 + NODE_DX] += xDist * factor;
NodeMatrix[n1 + NODE_DY] += yDist * factor;
NodeMatrix[n2 + NODE_DX] -= xDist * factor;
NodeMatrix[n2 + NODE_DY] -= yDist * factor;
}
}
else {
//-- Linear Repulsion
distance = Math.sqrt(xDist * xDist + yDist * yDist);
if (distance > 0) {
factor = coefficient *
NodeMatrix[n1 + NODE_MASS] *
NodeMatrix[n2 + NODE_MASS] /
distance / distance;
// Updating nodes' dx and dy
NodeMatrix[n1 + NODE_DX] += xDist * factor;
NodeMatrix[n1 + NODE_DY] += yDist * factor;
NodeMatrix[n2 + NODE_DX] -= xDist * factor;
NodeMatrix[n2 + NODE_DY] -= yDist * factor;
}
}
}
}
}
// 3) Gravity
//------------
g = options.gravity / options.scalingRatio;
coefficient = options.scalingRatio;
for (n = 0; n < order; n += PPN) {
factor = 0;
// Common to both methods
xDist = NodeMatrix[n + NODE_X];
yDist = NodeMatrix[n + NODE_Y];
distance = Math.sqrt(
Math.pow(xDist, 2) + Math.pow(yDist, 2)
);
if (options.strongGravityMode) {
//-- Strong gravity
if (distance > 0)
factor = coefficient * NodeMatrix[n + NODE_MASS] * g;
}
else {
//-- Linear Anti-collision Repulsion n
if (distance > 0)
factor = coefficient * NodeMatrix[n + NODE_MASS] * g / distance;
}
// Updating node's dx and dy
NodeMatrix[n + NODE_DX] -= xDist * factor;
NodeMatrix[n + NODE_DY] -= yDist * factor;
}
// 4) Attraction
//---------------
coefficient = 1 *
(options.outboundAttractionDistribution ?
outboundAttCompensation :
1);
// TODO: simplify distance
// TODO: coefficient is always used as -c --> optimize?
for (e = 0; e < size; e += PPE) {
n1 = EdgeMatrix[e + EDGE_SOURCE];
n2 = EdgeMatrix[e + EDGE_TARGET];
w = EdgeMatrix[e + EDGE_WEIGHT];
// Edge weight influence
ewc = Math.pow(w, options.edgeWeightInfluence);
// Common measures
xDist = NodeMatrix[n1 + NODE_X] - NodeMatrix[n2 + NODE_X];
yDist = NodeMatrix[n1 + NODE_Y] - NodeMatrix[n2 + NODE_Y];
// Applying attraction to nodes
if (adjustSizes === true) {
distance = Math.sqrt(
(Math.pow(xDist, 2) + Math.pow(yDist, 2)) -
NodeMatrix[n1 + NODE_SIZE] -
NodeMatrix[n2 + NODE_SIZE]
);
if (options.linLogMode) {
if (options.outboundAttractionDistribution) {
//-- LinLog Degree Distributed Anti-collision Attraction
if (distance > 0) {
factor = -coefficient * ewc * Math.log(1 + distance) /
distance /
NodeMatrix[n1 + NODE_MASS];
}
}
else {
//-- LinLog Anti-collision Attraction
if (distance > 0) {
factor = -coefficient * ewc * Math.log(1 + distance) / distance;
}
}
}
else {
if (options.outboundAttractionDistribution) {
//-- Linear Degree Distributed Anti-collision Attraction
if (distance > 0) {
factor = -coefficient * ewc / NodeMatrix[n1 + NODE_MASS];
}
}
else {
//-- Linear Anti-collision Attraction
if (distance > 0) {
factor = -coefficient * ewc;
}
}
}
}
else {
distance = Math.sqrt(
Math.pow(xDist, 2) + Math.pow(yDist, 2)
);
if (options.linLogMode) {
if (options.outboundAttractionDistribution) {
//-- LinLog Degree Distributed Attraction
if (distance > 0) {
factor = -coefficient * ewc * Math.log(1 + distance) /
distance /
NodeMatrix[n1 + NODE_MASS];
}
}
else {
//-- LinLog Attraction
if (distance > 0)
factor = -coefficient * ewc * Math.log(1 + distance) / distance;
}
}
else {
if (options.outboundAttractionDistribution) {
//-- Linear Attraction Mass Distributed
// NOTE: Distance is set to 1 to override next condition
distance = 1;
factor = -coefficient * ewc / NodeMatrix[n1 + NODE_MASS];
}
else {
//-- Linear Attraction
// NOTE: Distance is set to 1 to override next condition
distance = 1;
factor = -coefficient * ewc;
}
}
}
// Updating nodes' dx and dy
// TODO: if condition or factor = 1?
if (distance > 0) {
// Updating nodes' dx and dy
NodeMatrix[n1 + NODE_DX] += xDist * factor;
NodeMatrix[n1 + NODE_DY] += yDist * factor;
NodeMatrix[n2 + NODE_DX] -= xDist * factor;
NodeMatrix[n2 + NODE_DY] -= yDist * factor;
}
}
// 5) Apply Forces
//-----------------
var force,
swinging,
traction,
nodespeed,
newX,
newY;
// MATH: sqrt and square distances
if (adjustSizes === true) {
for (n = 0; n < order; n += PPN) {
if (!NodeMatrix[n + NODE_FIXED]) {
force = Math.sqrt(
Math.pow(NodeMatrix[n + NODE_DX], 2) +
Math.pow(NodeMatrix[n + NODE_DY], 2)
);
if (force > MAX_FORCE) {
NodeMatrix[n + NODE_DX] =
NodeMatrix[n + NODE_DX] * MAX_FORCE / force;
NodeMatrix[n + NODE_DY] =
NodeMatrix[n + NODE_DY] * MAX_FORCE / force;
}
swinging = NodeMatrix[n + NODE_MASS] *
Math.sqrt(
(NodeMatrix[n + NODE_OLD_DX] - NodeMatrix[n + NODE_DX]) *
(NodeMatrix[n + NODE_OLD_DX] - NodeMatrix[n + NODE_DX]) +
(NodeMatrix[n + NODE_OLD_DY] - NodeMatrix[n + NODE_DY]) *
(NodeMatrix[n + NODE_OLD_DY] - NodeMatrix[n + NODE_DY])
);
traction = Math.sqrt(
(NodeMatrix[n + NODE_OLD_DX] + NodeMatrix[n + NODE_DX]) *
(NodeMatrix[n + NODE_OLD_DX] + NodeMatrix[n + NODE_DX]) +
(NodeMatrix[n + NODE_OLD_DY] + NodeMatrix[n + NODE_DY]) *
(NodeMatrix[n + NODE_OLD_DY] + NodeMatrix[n + NODE_DY])
) / 2;
nodespeed =
0.1 * Math.log(1 + traction) / (1 + Math.sqrt(swinging));
// Updating node's positon
newX = NodeMatrix[n + NODE_X] + NodeMatrix[n + NODE_DX] *
(nodespeed / options.slowDown);
NodeMatrix[n + NODE_X] = newX;
newY = NodeMatrix[n + NODE_Y] + NodeMatrix[n + NODE_DY] *
(nodespeed / options.slowDown);
NodeMatrix[n + NODE_Y] = newY;
}
}
}
else {
for (n = 0; n < order; n += PPN) {
if (!NodeMatrix[n + NODE_FIXED]) {
swinging = NodeMatrix[n + NODE_MASS] *
Math.sqrt(
(NodeMatrix[n + NODE_OLD_DX] - NodeMatrix[n + NODE_DX]) *
(NodeMatrix[n + NODE_OLD_DX] - NodeMatrix[n + NODE_DX]) +
(NodeMatrix[n + NODE_OLD_DY] - NodeMatrix[n + NODE_DY]) *
(NodeMatrix[n + NODE_OLD_DY] - NodeMatrix[n + NODE_DY])
);
traction = Math.sqrt(
(NodeMatrix[n + NODE_OLD_DX] + NodeMatrix[n + NODE_DX]) *
(NodeMatrix[n + NODE_OLD_DX] + NodeMatrix[n + NODE_DX]) +
(NodeMatrix[n + NODE_OLD_DY] + NodeMatrix[n + NODE_DY]) *
(NodeMatrix[n + NODE_OLD_DY] + NodeMatrix[n + NODE_DY])
) / 2;
nodespeed = NodeMatrix[n + NODE_CONVERGENCE] *
Math.log(1 + traction) / (1 + Math.sqrt(swinging));
// Updating node convergence
NodeMatrix[n + NODE_CONVERGENCE] =
Math.min(1, Math.sqrt(
nodespeed *
(Math.pow(NodeMatrix[n + NODE_DX], 2) +
Math.pow(NodeMatrix[n + NODE_DY], 2)) /
(1 + Math.sqrt(swinging))
));
// Updating node's positon
newX = NodeMatrix[n + NODE_X] + NodeMatrix[n + NODE_DX] *
(nodespeed / options.slowDown);
NodeMatrix[n + NODE_X] = newX;
newY = NodeMatrix[n + NODE_Y] + NodeMatrix[n + NODE_DY] *
(nodespeed / options.slowDown);
NodeMatrix[n + NODE_Y] = newY;
}
}
}
// We return the information about the layout (no need to return the matrices)
return {};
};
},{}],78:[function(require,module,exports){
/**
* Graphology Circular Layout
* ===========================
*
* Layout arranging the nodes in a circle.
*/
var defaults = require('lodash/defaultsDeep'),
isGraph = require('graphology-utils/is-graph');
/**
* Default options.
*/
var DEFAULTS = {
attributes: {
x: 'x',
y: 'y'
},
center: 0.5,
scale: 1
};
/**
* Abstract function running the layout.
*
* @param {Graph} graph - Target graph.
* @param {object} [options] - Options:
* @param {object} [attributes] - Attributes names to map.
* @param {number} [center] - Center of the layout.
* @param {number} [scale] - Scale of the layout.
* @return {object} - The positions by node.
*/
function genericCircularLayout(assign, graph, options) {
if (!isGraph(graph))
throw new Error('graphology-layout/random: the given graph is not a valid graphology instance.');
options = defaults(options, DEFAULTS);
var positions = {},
nodes = graph.nodes(),
center = options.center,
scale = options.scale,
tau = Math.PI * 2;
var l = nodes.length,
node,
x,
y,
i;
for (i = 0; i < l; i++) {
node = nodes[i];
x = scale * Math.cos(i * tau / l);
y = scale * Math.sin(i * tau / l);
if (center !== 0.5) {
x += center - 0.5 * scale;
y += center - 0.5 * scale;
}
positions[node] = {
x: x,
y: y
};
if (assign) {
graph.setNodeAttribute(node, options.attributes.x, x);
graph.setNodeAttribute(node, options.attributes.y, y);
}
}
return positions;
}
var circularLayout = genericCircularLayout.bind(null, false);
circularLayout.assign = genericCircularLayout.bind(null, true);
module.exports = circularLayout;
},{"graphology-utils/is-graph":108,"lodash/defaultsDeep":200}],79:[function(require,module,exports){
/**
* Graphology Layout
* ==================
*
* Library endpoint.
*/
var circular = require('./circular.js'),
random = require('./random.js');
exports.circular = circular;
exports.random = random;
},{"./circular.js":78,"./random.js":80}],80:[function(require,module,exports){
/**
* Graphology Random Layout
* =========================
*
* Simple layout giving uniform random positions to the nodes.
*/
var defaults = require('lodash/defaultsDeep'),
isGraph = require('graphology-utils/is-graph');
/**
* Default options.
*/
var DEFAULTS = {
attributes: {
x: 'x',
y: 'y'
},
center: 0.5,
rng: Math.random,
scale: 1
};
/**
* Abstract function running the layout.
*
* @param {Graph} graph - Target graph.
* @param {object} [options] - Options:
* @param {object} [attributes] - Attributes names to map.
* @param {number} [center] - Center of the layout.
* @param {function} [rng] - Custom RNG function to be used.
* @param {number} [scale] - Scale of the layout.
* @return {object} - The positions by node.
*/
function genericRandomLayout(assign, graph, options) {
if (!isGraph(graph))
throw new Error('graphology-layout/random: the given graph is not a valid graphology instance.');
options = defaults(options, DEFAULTS);
var positions = {},
nodes = graph.nodes(),
center = options.center,
rng = options.rng,
scale = options.scale;
var l = nodes.length,
node,
x,
y,
i;
for (i = 0; i < l; i++) {
node = nodes[i];
x = rng() * scale;
y = rng() * scale;
if (center !== 0.5) {
x += center - 0.5 * scale;
y += center - 0.5 * scale;
}
positions[node] = {
x: x,
y: y
};
if (assign) {
graph.setNodeAttribute(node, options.attributes.x, x);
graph.setNodeAttribute(node, options.attributes.y, y);
}
}
return positions;
}
var randomLayout = genericRandomLayout.bind(null, false);
randomLayout.assign = genericRandomLayout.bind(null, true);
module.exports = randomLayout;
},{"graphology-utils/is-graph":108,"lodash/defaultsDeep":200}],81:[function(require,module,exports){
/**
* Graphology Betweenness Centrality
* ==================================
*
* Function computing betweenness centrality.
*/
var isGraph = require('graphology-utils/is-graph'),
lib = require('graphology-shortest-path/indexed-brandes'),
defaults = require('lodash/defaults');
var createUnweightedIndexedBrandes = lib.createUnweightedIndexedBrandes,
createDijkstraIndexedBrandes = lib.createDijkstraIndexedBrandes;
/**
* Defaults.
*/
var DEFAULTS = {
attributes: {
centrality: 'betweennessCentrality',
weight: 'weight'
},
normalized: true,
weighted: false
};
/**
* Abstract function computing beetweenness centrality for the given graph.
*
* @param {boolean} assign - Assign the results to node attributes?
* @param {Graph} graph - Target graph.
* @param {object} [options] - Options:
* @param {object} [attributes] - Attribute names:
* @param {string} [weight] - Name of the weight attribute.
* @param {string} [centrality] - Name of the attribute to assign.
* @param {boolean} [normalized] - Should the centrality be normalized?
* @param {boolean} [weighted] - Weighted graph?
* @param {object}
*/
function abstractBetweennessCentrality(assign, graph, options) {
if (!isGraph(graph))
throw new Error('graphology-centrality/beetweenness-centrality: the given graph is not a valid graphology instance.');
// Solving options
options = defaults({}, options, DEFAULTS);
var weightAttribute = options.attributes.weight,
centralityAttribute = options.attributes.centrality,
normalized = options.normalized,
weighted = options.weighted;
var brandes = weighted ?
createDijkstraIndexedBrandes(graph, weightAttribute) :
createUnweightedIndexedBrandes(graph);
var N = graph.order;
var result,
S,
P,
sigma,
coefficient,
i,
j,
m,
v,
w;
var delta = new Float64Array(N),
centralities = new Float64Array(N);
// Iterating over each node
for (i = 0; i < N; i++) {
result = brandes(i);
S = result[0];
P = result[1];
sigma = result[2];
// Accumulating
j = S.size;
while (j--)
delta[S.items[S.size - j]] = 0;
while (S.size !== 0) {
w = S.pop();
coefficient = (1 + delta[w]) / sigma[w];
for (j = 0, m = P[w].length; j < m; j++) {
v = P[w][j];
delta[v] += sigma[v] * coefficient;
}
if (w !== i)
centralities[w] += delta[w];
}
}
// Rescaling
var scale = null;
if (normalized)
scale = N <= 2 ? null : (1 / ((N - 1) * (N - 2)));
else
scale = graph.type === 'undirected' ? 0.5 : null;
if (scale !== null) {
for (i = 0; i < N; i++)
centralities[i] *= scale;
}
if (assign)
return brandes.index.assign(centralityAttribute, centralities);
return brandes.index.collect(centralities);
}
/**
* Exporting.
*/
var betweennessCentrality = abstractBetweennessCentrality.bind(null, false);
betweennessCentrality.assign = abstractBetweennessCentrality.bind(null, true);
module.exports = betweennessCentrality;
},{"graphology-shortest-path/indexed-brandes":97,"graphology-utils/is-graph":108,"lodash/defaults":199}],82:[function(require,module,exports){
/**
* Graphology Degree Centrality
* =============================
*
* Function computing degree centrality.
*/
var isGraph = require('graphology-utils/is-graph');
/**
* Asbtract function to perform any kind of degree centrality.
*
* Intuitively, the degree centrality of a node is the fraction of nodes it
* is connected to.
*
* @param {boolean} assign - Whether to assign the result to the nodes.
* @param {string} method - Method of the graph to get the degree.
* @param {Graph} graph - A graphology instance.
* @param {object} [options] - Options:
* @param {object} [attributes] - Custom attribute names:
* @param {string} [centrality] - Name of the attribute to assign.
* @return {object|void}
*/
function abstractDegreeCentrality(assign, method, graph, options) {
var name = method + 'Centrality';
if (!isGraph(graph))
throw new Error('graphology-centrality/' + name + ': the given graph is not a valid graphology instance.');
if (method !== 'degree' && graph.type === 'undirected')
throw new Error('graphology-centrality/' + name + ': cannot compute ' + method + ' centrality on an undirected graph.');
// Solving options
options = options || {};
var attributes = options.attributes || {};
var centralityAttribute = attributes.centrality || name;
// Variables
var order = graph.order,
nodes = graph.nodes(),
getDegree = graph[method].bind(graph),
centralities = {};
if (order === 0)
return assign ? undefined : centralities;
var s = 1 / (order - 1);
// Iteration variables
var node,
centrality,
i;
for (i = 0; i < order; i++) {
node = nodes[i];
centrality = getDegree(node) * s;
if (assign)
graph.setNodeAttribute(node, centralityAttribute, centrality);
else
centralities[node] = centrality;
}
return assign ? undefined : centralities;
}
/**
* Building various functions to export.
*/
var degreeCentrality = abstractDegreeCentrality.bind(null, false, 'degree'),
inDegreeCentrality = abstractDegreeCentrality.bind(null, false, 'inDegree'),
outDegreeCentrality = abstractDegreeCentrality.bind(null, false, 'outDegree');
degreeCentrality.assign = abstractDegreeCentrality.bind(null, true, 'degree');
inDegreeCentrality.assign = abstractDegreeCentrality.bind(null, true, 'inDegree');
outDegreeCentrality.assign = abstractDegreeCentrality.bind(null, true, 'outDegree');
/**
* Exporting.
*/
degreeCentrality.degreeCentrality = degreeCentrality;
degreeCentrality.inDegreeCentrality = inDegreeCentrality;
degreeCentrality.outDegreeCentrality = outDegreeCentrality;
module.exports = degreeCentrality;
},{"graphology-utils/is-graph":108}],83:[function(require,module,exports){
/**
* Graphology Metrics Centrality
* ==============================
*
* Sub module endpoint.
*/
exports.betweenness = require('./betweenness.js');
exports.degree = require('./degree.js');
},{"./betweenness.js":81,"./degree.js":82}],84:[function(require,module,exports){
/**
* Graphology Degree
* ==================
*
* Functions used to compute the degree of each node of a given graph.
*/
var isGraph = require('graphology-utils/is-graph');
var DEFAULT_ATTRIBUTES = {
degree: 'degree',
inDegree: 'inDegree',
outDegree: 'outDegree',
undirectedDegree: 'undirectedDegree',
directedDegree: 'directedDegree'
};
function abstractDegree(graph, callee, assign, type, options) {
if (!isGraph(graph))
throw new Error('graphology-metrics/' + callee + ': given graph is not a valid graphology instance.');
if (graph.type === type) {
throw new Error('graphology-metrics/' + callee + ': can not be calculated for ' + type + ' graphs.');
}
var nodes = graph.nodes();
var i = 0;
if (assign) {
var attributes = Object.assign({}, DEFAULT_ATTRIBUTES, options && options.attributes);
for (i = 0; i < nodes.length; i++) {
graph.setNodeAttribute(
nodes[i],
attributes[callee],
graph[callee](nodes[i])
);
}
return;
}
var hashmap = {};
for (i = 0; i < nodes.length; i++) {
hashmap[nodes[i]] = graph[callee](nodes[i]);
}
return hashmap;
}
function allDegree(graph, options, assign) {
if (!isGraph(graph))
throw new Error('graphology-metrics/degree: given graph is not a valid graphology instance.');
var attributes = Object.assign({}, DEFAULT_ATTRIBUTES, options && options.attributes);
var nodes = graph.nodes();
var types;
var defaultTypes;
if (graph.type === 'undirected') {
defaultTypes = ['undirectedDegree'];
}
if (graph.type === 'mixed') {
defaultTypes = ['inDegree', 'outDegree', 'undirectedDegree'];
}
if (graph.type === 'directed') {
defaultTypes = ['inDegree', 'outDegree'];
}
if (options && options.types && options.types.length) {
types = defaultTypes.filter(function(type) {
return options.types.indexOf(type) > -1;
});
}
else {
types = defaultTypes;
}
var i = 0;
var j = 0;
if (assign) {
for (i = 0; i < nodes.length; i++) {
for (j = 0; j < types.length; j++) {
graph.setNodeAttribute(
nodes[i],
attributes[types[j]],
graph[types[j]](nodes[i])
);
}
}
}
else {
var hashmap = {};
for (i = 0; i < nodes.length; i++) {
var response = {};
for (j = 0; j < types.length; j++) {
response[attributes[types[j]]] = graph[types[j]](nodes[i]);
}
hashmap[nodes[i]] = response;
}
return hashmap;
}
}
allDegree.assign = function assignAllDegree(graph, options) {
allDegree(graph, options, true);
};
function degree(graph) {
return abstractDegree(graph, 'degree');
}
degree.assign = function assignDegree(graph, options) {
abstractDegree(graph, 'degree', true, 'none', options);
};
function inDegree(graph) {
return abstractDegree(graph, 'inDegree', false, 'undirected');
}
inDegree.assign = function assignInDegree(graph, options) {
abstractDegree(graph, 'inDegree', true, 'undirected', options);
};
function outDegree(graph) {
return abstractDegree(graph, 'outDegree', false, 'undirected');
}
outDegree.assign = function assignOutDegree(graph, option) {
abstractDegree(graph, 'outDegree', true, 'undirected', option);
};
function undirectedDegree(graph) {
return abstractDegree(graph, 'undirectedDegree', false, 'directed');
}
undirectedDegree.assign = function assignUndirectedDegree(graph, option) {
abstractDegree(graph, 'undirectedDegree', true, 'directed', option);
};
function directedDegree(graph) {
return abstractDegree(graph, 'directedDegree', false, 'undirected');
}
directedDegree.assign = function assignUndirectedDegree(graph, option) {
abstractDegree(graph, 'directedDegree', true, 'undirected', option);
};
degree.inDegree = inDegree;
degree.outDegree = outDegree;
degree.undirectedDegree = undirectedDegree;
degree.directedDegree = directedDegree;
degree.allDegree = allDegree;
degree.abstractDegree = abstractDegree;
module.exports = degree;
},{"graphology-utils/is-graph":108}],85:[function(require,module,exports){
/**
* Graphology Density
* ===================
*
* Functions used to compute the density of the given graph.
*/
var isGraph = require('graphology-utils/is-graph');
/**
* Returns the undirected density.
*
* @param {number} order - Number of nodes in the graph.
* @param {number} size - Number of edges in the graph.
* @return {number}
*/
function undirectedDensity(order, size) {
return 2 * size / (order * (order - 1));
}
/**
* Returns the directed density.
*
* @param {number} order - Number of nodes in the graph.
* @param {number} size - Number of edges in the graph.
* @return {number}
*/
function directedDensity(order, size) {
return size / (order * (order - 1));
}
/**
* Returns the mixed density.
*
* @param {number} order - Number of nodes in the graph.
* @param {number} size - Number of edges in the graph.
* @return {number}
*/
function mixedDensity(order, size) {
var d = (order * (order - 1));
return (
size /
(d + d / 2)
);
}
/**
* Returns the size a multi graph would have if it were a simple one.
*
* @param {Graph} graph - Target graph.
* @return {number}
*/
function simpleSizeForMultiGraphs(graph) {
var nodes = graph.nodes(),
size = 0,
i,
l;
for (i = 0, l = nodes.length; i < l; i++) {
size += graph.outNeighbors(nodes[i]).length;
size += graph.undirectedNeighbors(nodes[i]).length / 2;
}
return size;
}
/**
* Returns the density for the given parameters.
*
* Arity 3:
* @param {boolean} type - Type of density.
* @param {boolean} multi - Compute multi density?
* @param {Graph} graph - Target graph.
*
* Arity 4:
* @param {boolean} type - Type of density.
* @param {boolean} multi - Compute multi density?
* @param {number} order - Number of nodes in the graph.
* @param {number} size - Number of edges in the graph.
*
* @return {number}
*/
function abstractDensity(type, multi, graph) {
var order,
size;
// Retrieving order & size
if (arguments.length > 3) {
order = graph;
size = arguments[3];
if (typeof order !== 'number')
throw new Error('graphology-metrics/density: given order is not a number.');
if (typeof size !== 'number')
throw new Error('graphology-metrics/density: given size is not a number.');
}
else {
if (!isGraph(graph))
throw new Error('graphology-metrics/density: given graph is not a valid graphology instance.');
order = graph.order;
size = graph.size;
if (graph.multi && multi === false)
size = simpleSizeForMultiGraphs(graph);
}
// When the graph has only one node, its density is 0
if (order < 2)
return 0;
// Guessing type & multi
if (type === null)
type = graph.type;
if (multi === null)
multi = graph.multi;
// Getting the correct function
var fn;
if (type === 'undirected')
fn = undirectedDensity;
else if (type === 'directed')
fn = directedDensity;
else
fn = mixedDensity;
// Applying the function
return fn(order, size);
}
/**
* Creating the exported functions.
*/
var density = abstractDensity.bind(null, null, null);
density.directedDensity = abstractDensity.bind(null, 'directed', false);
density.undirectedDensity = abstractDensity.bind(null, 'undirected', false);
density.mixedDensity = abstractDensity.bind(null, 'mixed', false);
density.multiDirectedDensity = abstractDensity.bind(null, 'directed', true);
density.multiUndirectedDensity = abstractDensity.bind(null, 'undirected', true);
density.multiMixedDensity = abstractDensity.bind(null, 'mixed', true);
/**
* Exporting.
*/
module.exports = density;
},{"graphology-utils/is-graph":108}],86:[function(require,module,exports){
/**
* Graphology Diameter
* ========================
*
* Functions used to compute the diameter of the given graph.
*/
var isGraph = require('graphology-utils/is-graph');
var eccentricity = require('./eccentricity.js');
module.exports = function diameter(graph) {
if (!isGraph(graph))
throw new Error('graphology-metrics/diameter: given graph is not a valid graphology instance.');
if (graph.size === 0)
return Infinity;
var diameter = -Infinity, ecc = 0;
var nodes = graph.nodes()
for (var i = 0, l = nodes.length; i < l ; i++) {
ecc = eccentricity(graph, nodes[i]);
if (ecc > diameter)
diameter = ecc;
if (diameter === Infinity)
break;
}
return diameter;
};
},{"./eccentricity.js":87,"graphology-utils/is-graph":108}],87:[function(require,module,exports){
/**
* Graphology Eccentricity
* ========================
*
* Functions used to compute the eccentricity of each node of a given graph.
*/
var isGraph = require('graphology-utils/is-graph');
var singleSourceLength = require('graphology-shortest-path/unweighted').singleSourceLength;
module.exports = function eccentricity(graph, node) {
if (!isGraph(graph))
throw new Error('graphology-metrics/eccentricity: given graph is not a valid graphology instance.');
if (graph.size === 0)
return Infinity;
var ecc = -Infinity;
var lengths = singleSourceLength(graph, node);
var otherNode;
var pathLength, l = 0;
for (otherNode in lengths) {
pathLength = lengths[otherNode];
if (pathLength > ecc)
ecc = pathLength;
l++;
}
if (l < graph.order)
return Infinity;
return ecc;
};
},{"graphology-shortest-path/unweighted":105,"graphology-utils/is-graph":108}],88:[function(require,module,exports){
/**
* Graphology Extent
* ==================
*
* Simple function returning the extent of selected attributes of the graph.
*/
var isGraph = require('graphology-utils/is-graph');
/**
* Function returning the extent of the selected node attributes.
*
* @param {Graph} graph - Target graph.
* @param {string|array} attribute - Single or multiple attributes.
* @return {array|object}
*/
function nodeExtent(graph, attribute) {
if (!isGraph(graph))
throw new Error('graphology-metrics/extent: the given graph is not a valid graphology instance.');
var attributes = [].concat(attribute);
var nodes = graph.nodes(),
node,
data,
value,
key,
a,
i,
l;
var results = {};
for (a = 0; a < attributes.length; a++) {
key = attributes[a];
results[key] = [Infinity, -Infinity];
}
for (i = 0, l = nodes.length; i < l; i++) {
node = nodes[i];
data = graph.getNodeAttributes(node);
for (a = 0; a < attributes.length; a++) {
key = attributes[a];
value = data[key];
if (value < results[key][0])
results[key][0] = value;
if (value > results[key][1])
results[key][1] = value;
}
}
return typeof attribute === 'string' ? results[attribute] : results;
}
/**
* Function returning the extent of the selected edge attributes.
*
* @param {Graph} graph - Target graph.
* @param {string|array} attribute - Single or multiple attributes.
* @return {array|object}
*/
function edgeExtent(graph, attribute) {
if (!isGraph(graph))
throw new Error('graphology-metrics/extent: the given graph is not a valid graphology instance.');
var attributes = [].concat(attribute);
var edges = graph.edges(),
edge,
data,
value,
key,
a,
i,
l;
var results = {};
for (a = 0; a < attributes.length; a++) {
key = attributes[a];
results[key] = [Infinity, -Infinity];
}
for (i = 0, l = edges.length; i < l; i++) {
edge = edges[i];
data = graph.getEdgeAttributes(edge);
for (a = 0; a < attributes.length; a++) {
key = attributes[a];
value = data[key];
if (value < results[key][0])
results[key][0] = value;
if (value > results[key][1])
results[key][1] = value;
}
}
return typeof attribute === 'string' ? results[attribute] : results;
}
/**
* Exporting.
*/
var extent = nodeExtent;
extent.nodeExtent = nodeExtent;
extent.edgeExtent = edgeExtent;
module.exports = extent;
},{"graphology-utils/is-graph":108}],89:[function(require,module,exports){
/**
* Graphology Metrics
* ===================
*
* Library endpoint.
*/
exports.centrality = require('./centrality');
exports.density = require('./density.js');
exports.diameter = require('./diameter.js');
exports.eccentricity = require('./eccentricity.js');
exports.extent = require('./extent.js');
exports.layoutQuality = require('./layout-quality');
exports.modularity = require('./modularity.js');
exports.weightedDegree = require('./weighted-degree.js');
exports.weightedSize = require('./weighted-size.js');
},{"./centrality":83,"./density.js":85,"./diameter.js":86,"./eccentricity.js":87,"./extent.js":88,"./layout-quality":91,"./modularity.js":94,"./weighted-degree.js":95,"./weighted-size.js":96}],90:[function(require,module,exports){
/**
* Graphology Layout Quality - Edge Uniformity
* ============================================
*
* Function computing the layout quality metric named "edge uniformity".
* It is basically the normalized standard deviation of edge length.
*
* [Article]:
* Rahman, Md Khaledur, et al. « BatchLayout: A Batch-Parallel Force-Directed
* Graph Layout Algorithm in Shared Memory ».
* http://arxiv.org/abs/2002.08233.
*/
var isGraph = require('graphology-utils/is-graph');
function euclideanDistance(a, b) {
return Math.sqrt(
Math.pow(a.x - b.x, 2) +
Math.pow(a.y - b.y, 2)
);
}
module.exports = function edgeUniformity(graph) {
if (!isGraph(graph))
throw new Error('graphology-metrics/layout-quality/edge-uniformity: given graph is not a valid graphology instance.');
if (graph.size === 0)
return 0;
var sum = 0,
i = 0,
l;
var lengths = new Float64Array(graph.size);
graph.forEachEdge(function(edge, attr, source, target, sourceAttr, targetAttr) {
var edgeLength = euclideanDistance(sourceAttr, targetAttr);
lengths[i++] = edgeLength;
sum += edgeLength;
});
var avg = sum / graph.size;
var stdev = 0;
for (i = 0, l = graph.size; i < l; i++)
stdev += Math.pow(avg - lengths[i], 2);
var metric = stdev / (graph.size * Math.pow(avg, 2));
return Math.sqrt(metric);
};
},{"graphology-utils/is-graph":108}],91:[function(require,module,exports){
exports.edgeUniformity = require('./edge-uniformity.js');
exports.neighborhoodPreservation = require('./neighborhood-preservation.js');
exports.stress = require('./stress.js');
},{"./edge-uniformity.js":90,"./neighborhood-preservation.js":92,"./stress.js":93}],92:[function(require,module,exports){
/**
* Graphology Layout Quality - Neighborhood Preservation
* ======================================================
*
* Function computing the layout quality metric named "neighborhood preservation".
* It is basically the average of overlap coefficient between node neighbors in
* the graph and equivalent k-nn in the 2d layout space.
*
* [Article]:
* Rahman, Md Khaledur, et al. « BatchLayout: A Batch-Parallel Force-Directed
* Graph Layout Algorithm in Shared Memory ».
* http://arxiv.org/abs/2002.08233.
*/
var isGraph = require('graphology-utils/is-graph'),
KDTree = require('mnemonist/kd-tree'),
intersectionSize = require('mnemonist/set').intersectionSize;
module.exports = function neighborhoodPreservation(graph) {
if (!isGraph(graph))
throw new Error('graphology-metrics/layout-quality/neighborhood-preservation: given graph is not a valid graphology instance.');
if (graph.order === 0)
throw new Error('graphology-metrics/layout-quality/neighborhood-preservation: cannot compute stress for a null graph.');
if (graph.size === 0)
return 0;
var axes = [new Float64Array(graph.order), new Float64Array(graph.order)],
i = 0;
graph.forEachNode(function(node, attr) {
axes[0][i] = attr.x;
axes[1][i++] = attr.y;
});
var tree = KDTree.fromAxes(axes, graph.nodes());
var sum = 0;
graph.forEachNode(function(node, attr) {
var neighbors = new Set(graph.neighbors(node));
// If node has no neighbors or is connected to every other node
if (neighbors.size === 0 || neighbors.size === graph.order - 1) {
sum += 1;
return;
}
var knn = tree.kNearestNeighbors(neighbors.size + 1, [attr.x, attr.y]);
knn = new Set(knn.slice(1));
var I = intersectionSize(neighbors, knn);
// Computing overlap coefficient
sum += I / knn.size;
});
return sum / graph.order;
};
},{"graphology-utils/is-graph":108,"mnemonist/kd-tree":226,"mnemonist/set":227}],93:[function(require,module,exports){
/**
* Graphology Layout Quality - Stress
* ===================================
*
* Function computing the layout quality metric named "stress".
* It is basically the sum of normalized deltas between graph topology distances
* and 2d space distances of the layout.
*
* [Article]:
* Rahman, Md Khaledur, et al. « BatchLayout: A Batch-Parallel Force-Directed
* Graph Layout Algorithm in Shared Memory ».
* http://arxiv.org/abs/2002.08233.
*/
var isGraph = require('graphology-utils/is-graph'),
undirectedSingleSourceLength = require('graphology-shortest-path/unweighted').undirectedSingleSourceLength;
function euclideanDistance(a, b) {
return Math.sqrt(
Math.pow(a.x - b.x, 2) +
Math.pow(a.y - b.y, 2)
);
}
module.exports = function stress(graph) {
if (!isGraph(graph))
throw new Error('graphology-metrics/layout-quality/stress: given graph is not a valid graphology instance.');
if (graph.order === 0)
throw new Error('graphology-metrics/layout-quality/stress: cannot compute stress for a null graph.');
var nodes = new Array(graph.order),
entries = new Array(graph.order),
i = 0;
// We choose an arbitrary large distance for when two nodes cannot be
// connected because they belong to different connected components
// and because we cannot deal with Infinity in our computations
// This is what most papers recommend anyway
var maxDistance = graph.order * 4;
graph.forEachNode(function(node, attr) {
nodes[i] = node;
entries[i++] = attr;
});
var j, l, p1, p2, shortestPaths, dij, wij, cicj;
var sum = 0;
for (i = 0, l = graph.order; i < l; i++) {
shortestPaths = undirectedSingleSourceLength(graph, nodes[i]);
p1 = entries[i];
for (j = i + 1; j < l; j++) {
p2 = entries[j];
// NOTE: dij should be 0 since we don't consider self-loops
dij = shortestPaths[nodes[j]];
// Target is in another castle
if (typeof dij === 'undefined')
dij = maxDistance;
cicj = euclideanDistance(p1, p2);
wij = 1 / (dij * dij);
sum += wij * Math.pow(cicj - dij, 2);
}
}
return sum;
};
},{"graphology-shortest-path/unweighted":105,"graphology-utils/is-graph":108}],94:[function(require,module,exports){
/**
* Graphology Modularity
* ======================
*
* Implementation of network modularity for graphology.
*
* Modularity is a bit of a tricky problem because there are a wide array
* of different definitions and implementations. The current implementation
* try to stay true to Newman's original definition and consider both the
* undirected & directed case as well as the weighted one. The current
* implementation should also be aligned with Louvain algorithm's definition
* of the metric.
*
* Regarding the directed version, one has to understand that the undirected
* version's is basically considering the graph as a directed one where all
* edges would be mutual.
*
* There is one exception to this, though: self loops. To conform with density's
* definition, as used in modularity's one, and to keep true to the matrix
* formulation of modularity, one has to note that self-loops only count once
* in both the undirected and directed cases. This means that a k-clique with
* one node having a self-loop will not have the same modularity in the
* undirected and mutual case. Indeed, in both cases the modularity of a
* k-clique with one loop and minus one internal edge should be equal.
*
* This also means that, as with the naive density formula regarding loops,
* one should increment M when considering a loop. Also, to remain coherent
* in this regard, degree should not be multiplied by two because of the loop
* else it will have too much importance regarding the considered proportions.
*
* Hence, here are the retained formulas:
*
* For dense weighted undirected network:
* --------------------------------------
*
* Q = 1/2m * [ ∑ij[Aij - (di.dj / 2m)] * ∂(ci, cj) ]
*
* where:
* - i & j being a pair of nodes
* - m is the sum of edge weights
* - Aij being the weight of the ij edge (or 0 if absent)
* - di being the weighted degree of node i
* - ci being the community to which belongs node i
* - ∂ is Kronecker's delta function (1 if x = y else 0)
*
* For dense weighted directed network:
* ------------------------------------
*
* Qd = 1/m * [ ∑ij[Aij - (dini.doutj / m)] * ∂(ci, cj) ]
*
* where:
* - dini is the in degree of node i
* - douti is the out degree of node i
*
* For sparse weighted undirected network:
* ---------------------------------------
*
* Q = ∑c[ (∑cinternal / 2m) - (∑ctotal / 2m)² ]
*
* where:
* - c is a community
* - ∑cinternal is the total weight of a community internal edges
* - ∑ctotal is the total weight of edges connected to a community
*
* For sparse weighted directed network:
* -------------------------------------
*
* Qd = ∑c[ (∑cinternal / m) - (∑cintotal * ∑couttotal / m²) ]
*
* where:
* - ∑cintotal is the total weight of edges pointing towards a community
* - ∑couttotal is the total weight of edges going from a community
*
* Note that dense version run in O(N²) while sparse version runs in O(V). So
* the dense version is mostly here to guarantee the validity of the sparse one.
* As such it is not used as default.
*
* For undirected delta computation:
* ---------------------------------
*
* ∆Q = (dic / 2m) - ((∑ctotal * di) / 2m²)
*
* where:
* - dic is the degree of the node in community c
*
* For directed delta computation:
* -------------------------------
*
* ∆Qd = (dic / m) - (((douti * ∑cintotal) + (dini * ∑couttotal)) / m²)
*
* Gephi's version of undirected delta computation:
* ------------------------------------------------
*
* ∆Qgephi = dic - (di * Ztot) / 2m
*
* Note that the above formula is erroneous and should really be:
*
* ∆Qgephi = dic - (di * Ztot) / m
*
* because then: ∆Qgephi = ∆Q * 2m
*
* It is used because it is faster to compute. Since Gephi's error is only by
* a constant factor, it does not make the result incorrect.
*
* [Latex]
*
* Sparse undirected
* Q = \sum_{c} \bigg{[} \frac{\sum\nolimits_{c\,in}}{2m} - \left(\frac{\sum\nolimits_{c\,tot}}{2m}\right )^2 \bigg{]}
*
* Sparse directed
* Q_d = \sum_{c} \bigg{[} \frac{\sum\nolimits_{c\,in}}{m} - \frac{\sum_{c\,tot}^{in}\sum_{c\,tot}^{out}}{m^2} \bigg{]}
*
* [Articles]
* M. E. J. Newman, « Modularity and community structure in networks »,
* Proc. Natl. Acad. Sci. USA, vol. 103, no 23, 2006, p. 8577–8582
* https://dx.doi.org/10.1073%2Fpnas.0601602103
*
* Newman, M. E. J. « Community detection in networks: Modularity optimization
* and maximum likelihood are equivalent ». Physical Review E, vol. 94, no 5,
* novembre 2016, p. 052315. arXiv.org, doi:10.1103/PhysRevE.94.052315.
* https://arxiv.org/pdf/1606.02319.pdf
*
* Blondel, Vincent D., et al. « Fast unfolding of communities in large
* networks ». Journal of Statistical Mechanics: Theory and Experiment,
* vol. 2008, no 10, octobre 2008, p. P10008. DOI.org (Crossref),
* doi:10.1088/1742-5468/2008/10/P10008.
* https://arxiv.org/pdf/0803.0476.pdf
*
* Nicolas Dugué, Anthony Perez. Directed Louvain: maximizing modularity in
* directed networks. [Research Report] Université d’Orléans. 2015. hal-01231784
* https://hal.archives-ouvertes.fr/hal-01231784
*
* R. Lambiotte, J.-C. Delvenne and M. Barahona. Laplacian Dynamics and
* Multiscale Modular Structure in Networks,
* doi:10.1109/TNSE.2015.2391998.
* https://arxiv.org/abs/0812.1770
*
* [ToDo]:
* - Resolution limit.
*
* [Links]:
* https://math.stackexchange.com/questions/2637469/where-does-the-second-formula-of-modularity-comes-from-in-the-louvain-paper-the
* https://www.quora.com/How-is-the-formula-for-Louvain-modularity-change-derived
* https://github.com/gephi/gephi/blob/master/modules/StatisticsPlugin/src/main/java/org/gephi/statistics/plugin/Modularity.java
* https://github.com/igraph/igraph/blob/eca5e809aab1aa5d4eca1e381389bcde9cf10490/src/community.c#L906
*/
var defaults = require('lodash/defaultsDeep'),
isGraph = require('graphology-utils/is-graph'),
inferType = require('graphology-utils/infer-type');
var DEFAULTS = {
attributes: {
community: 'community',
weight: 'weight'
},
communities: null,
resolution: 1,
weighted: true
};
function createWeightGetter(weighted, weightAttribute) {
return function(attr) {
if (!attr)
return 0;
if (!weighted)
return 1;
var w = attr[weightAttribute];
if (typeof w !== 'number')
w = 1;
return w;
};
}
function collectForUndirectedDense(graph, options) {
var communities = new Array(graph.order),
weightedDegrees = new Float64Array(graph.order),
M = 0;
var ids = {};
var getWeight = createWeightGetter(options.weighted, options.attributes.weight);
// Collecting communities
var i = 0;
graph.forEachNode(function(node, attr) {
ids[node] = i;
communities[i++] = options.communities ?
options.communities[node] :
attr[options.attributes.community];
});
// Collecting weights
graph.forEachUndirectedEdge(function(edge, attr, source, target) {
var weight = getWeight(attr);
M += weight;
weightedDegrees[ids[source]] += weight;
// NOTE: we double degree only if we don't have a loop
if (source !== target)
weightedDegrees[ids[target]] += weight;
});
return {
getWeight: getWeight,
communities: communities,
weightedDegrees: weightedDegrees,
M: M
};
}
function collectForDirectedDense(graph, options) {
var communities = new Array(graph.order),
weightedInDegrees = new Float64Array(graph.order),
weightedOutDegrees = new Float64Array(graph.order),
M = 0;
var ids = {};
var getWeight = createWeightGetter(options.weighted, options.attributes.weight);
// Collecting communities
var i = 0;
graph.forEachNode(function(node, attr) {
ids[node] = i;
communities[i++] = options.communities ?
options.communities[node] :
attr[options.attributes.community];
});
// Collecting weights
graph.forEachDirectedEdge(function(edge, attr, source, target) {
var weight = getWeight(attr);
M += weight;
weightedOutDegrees[ids[source]] += weight;
weightedInDegrees[ids[target]] += weight;
});
return {
getWeight: getWeight,
communities: communities,
weightedInDegrees: weightedInDegrees,
weightedOutDegrees: weightedOutDegrees,
M: M
};
}
function undirectedDenseModularity(graph, options) {
var resolution = options.resolution;
var result = collectForUndirectedDense(graph, options);
var communities = result.communities,
weightedDegrees = result.weightedDegrees;
var M = result.M;
var nodes = graph.nodes();
var i, j, l, Aij, didj;
var S = 0;
var M2 = M * 2;
for (i = 0, l = graph.order; i < l; i++) {
// NOTE: it is important to parse the whole matrix here, diagonal and
// lower part included. A lot of implementation differ here because
// they process only a part of the matrix
for (j = 0; j < l; j++) {
// NOTE: Kronecker's delta
// NOTE: we could go from O(n^2) to O(avg.C^2)
if (communities[i] !== communities[j])
continue;
edgeAttributes = graph.undirectedEdge(nodes[i], nodes[j]);
Aij = result.getWeight(edgeAttributes);
didj = weightedDegrees[i] * weightedDegrees[j];
// We add twice if we have a self loop
if (i === j && typeof edgeAttributes !== 'undefined')
S += (Aij - (didj / M2) * resolution) * 2;
else
S += (Aij - (didj / M2) * resolution);
}
}
return S / M2;
}
function directedDenseModularity(graph, options) {
var resolution = options.resolution;
var result = collectForDirectedDense(graph, options);
var communities = result.communities,
weightedInDegrees = result.weightedInDegrees,
weightedOutDegrees = result.weightedOutDegrees;
var M = result.M;
var nodes = graph.nodes();
var i, j, l, Aij, didj;
var S = 0;
for (i = 0, l = graph.order; i < l; i++) {
// NOTE: it is important to parse the whole matrix here, diagonal and
// lower part included. A lot of implementation differ here because
// they process only a part of the matrix
for (j = 0; j < l; j++) {
// NOTE: Kronecker's delta
// NOTE: we could go from O(n^2) to O(avg.C^2)
if (communities[i] !== communities[j])
continue;
edgeAttributes = graph.directedEdge(nodes[i], nodes[j]);
Aij = result.getWeight(edgeAttributes);
didj = weightedInDegrees[i] * weightedOutDegrees[j];
// Here we multiply by two to simulate iteration through lower part
S += Aij - (didj / M) * resolution;
}
}
return S / M;
}
function collectCommunitesForUndirected(graph, options) {
var communities = {},
totalWeights = {},
internalWeights = {};
if (options.communities)
communities = options.communities;
graph.forEachNode(function(node, attr) {
var community;
if (!options.communities) {
community = attr[options.attributes.community];
communities[node] = community;
}
else {
community = communities[node];
}
if (typeof community === 'undefined')
throw new Error('graphology-metrics/modularity: the "' + node + '" node is not in the partition.');
totalWeights[community] = 0;
internalWeights[community] = 0;
});
return {
communities: communities,
totalWeights: totalWeights,
internalWeights: internalWeights
};
}
function collectCommunitesForDirected(graph, options) {
var communities = {},
totalInWeights = {},
totalOutWeights = {},
internalWeights = {};
if (options.communities)
communities = options.communities;
graph.forEachNode(function(node, attr) {
var community;
if (!options.communities) {
community = attr[options.attributes.community];
communities[node] = community;
}
else {
community = communities[node];
}
if (typeof community === 'undefined')
throw new Error('graphology-metrics/modularity: the "' + node + '" node is not in the partition.');
totalInWeights[community] = 0;
totalOutWeights[community] = 0;
internalWeights[community] = 0;
});
return {
communities: communities,
totalInWeights: totalInWeights,
totalOutWeights: totalOutWeights,
internalWeights: internalWeights
};
}
function undirectedSparseModularity(graph, options) {
var resolution = options.resolution;
var result = collectCommunitesForUndirected(graph, options);
var M = 0;
var totalWeights = result.totalWeights,
internalWeights = result.internalWeights,
communities = result.communities;
var getWeight = createWeightGetter(options.weighted, options.attributes.weight);
graph.forEachUndirectedEdge(function(edge, edgeAttr, source, target, sourceAttr, targetAttr) {
var weight = getWeight(edgeAttr);
M += weight;
var sourceCommunity = communities[source];
var targetCommunity = communities[target];
totalWeights[sourceCommunity] += weight;
totalWeights[targetCommunity] += weight;
if (sourceCommunity !== targetCommunity)
return;
internalWeights[sourceCommunity] += weight * 2;
});
var Q = 0,
M2 = M * 2;
for (var C in internalWeights)
Q += internalWeights[C] / M2 - Math.pow(totalWeights[C] / M2, 2) * resolution;
return Q;
}
function directedSparseModularity(graph, options) {
var resolution = options.resolution;
var result = collectCommunitesForDirected(graph, options);
var M = 0;
var totalInWeights = result.totalInWeights,
totalOutWeights = result.totalOutWeights,
internalWeights = result.internalWeights,
communities = result.communities;
var getWeight = createWeightGetter(options.weighted, options.attributes.weight);
graph.forEachDirectedEdge(function(edge, edgeAttr, source, target, sourceAttr, targetAttr) {
var weight = getWeight(edgeAttr);
M += weight;
var sourceCommunity = communities[source];
var targetCommunity = communities[target];
totalOutWeights[sourceCommunity] += weight;
totalInWeights[targetCommunity] += weight;
if (sourceCommunity !== targetCommunity)
return;
internalWeights[sourceCommunity] += weight;
});
var Q = 0;
for (var C in internalWeights)
Q += (internalWeights[C] / M) - (totalInWeights[C] * totalOutWeights[C] / Math.pow(M, 2)) * resolution;
return Q;
}
// NOTE: the formula is a bit unclear here but nodeCommunityDegree should be
// given as the edges count * 2
function undirectedModularityDelta(M, communityTotalWeight, nodeDegree, nodeCommunityDegree) {
return (
(nodeCommunityDegree / (2 * M)) -
(
(communityTotalWeight * nodeDegree) / (2 * (M * M))
)
);
}
function directedModularityDelta(M, communityTotalInWeight, communityTotalOutWeight, nodeInDegree, nodeOutDegree, nodeCommunityDegree) {
return (
(nodeCommunityDegree / M) -
(
((nodeOutDegree * communityTotalInWeight) + (nodeInDegree * communityTotalOutWeight)) /
(M * M)
)
);
}
function denseModularity(graph, options) {
if (!isGraph(graph))
throw new Error('graphology-metrics/modularity: given graph is not a valid graphology instance.');
if (graph.size === 0)
throw new Error('graphology-metrics/modularity: cannot compute modularity of an empty graph.');
if (graph.multi)
throw new Error('graphology-metrics/modularity: cannot compute modularity of a multi graph. Cast it to a simple one beforehand.');
var trueType = inferType(graph);
if (trueType === 'mixed')
throw new Error('graphology-metrics/modularity: cannot compute modularity of a mixed graph.');
options = defaults({}, options || {}, DEFAULTS);
if (trueType === 'directed')
return directedDenseModularity(graph, options);
return undirectedDenseModularity(graph, options);
}
function sparseModularity(graph, options) {
if (!isGraph(graph))
throw new Error('graphology-metrics/modularity: given graph is not a valid graphology instance.');
if (graph.size === 0)
throw new Error('graphology-metrics/modularity: cannot compute modularity of an empty graph.');
if (graph.multi)
throw new Error('graphology-metrics/modularity: cannot compute modularity of a multi graph. Cast it to a simple one beforehand.');
var trueType = inferType(graph);
if (trueType === 'mixed')
throw new Error('graphology-metrics/modularity: cannot compute modularity of a mixed graph.');
options = defaults({}, options || {}, DEFAULTS);
if (trueType === 'directed')
return directedSparseModularity(graph, options);
return undirectedSparseModularity(graph, options);
}
var modularity = sparseModularity;
modularity.sparse = sparseModularity;
modularity.dense = denseModularity;
modularity.undirectedDelta = undirectedModularityDelta;
modularity.directedDelta = directedModularityDelta;
module.exports = modularity;
},{"graphology-utils/infer-type":106,"graphology-utils/is-graph":108,"lodash/defaultsDeep":200}],95:[function(require,module,exports){
/**
* Graphology Weighted Degree
* ===========================
*
* Function computing the weighted degree of nodes. The weighted degree is the
* sum of a node's edges' weights.
*/
var isGraph = require('graphology-utils/is-graph');
/**
* Defaults.
*/
var DEFAULT_WEIGHT_ATTRIBUTE = 'weight';
/**
* Asbtract function to perform any kind of weighted degree.
*
* Signature n°1 - computing weighted degree for every node:
*
* @param {string} name - Name of the implemented function.
* @param {boolean} assign - Whether to assign the result to the nodes.
* @param {string} method - Method of the graph to get the edges.
* @param {Graph} graph - A graphology instance.
* @param {object} [options] - Options:
* @param {object} [attributes] - Custom attribute names:
* @param {string} [weight] - Name of the weight attribute.
* @param {string} [weightedDegree] - Name of the attribute to set.
*
* Signature n°2 - computing weighted degree for a single node:
*
* @param {string} name - Name of the implemented function.
* @param {boolean} assign - Whether to assign the result to the nodes.
* @param {string} edgeGetter - Graph's method used to get edges.
* @param {Graph} graph - A graphology instance.
* @param {any} node - Key of node.
* @param {object} [options] - Options:
* @param {object} [attributes] - Custom attribute names:
* @param {string} [weight] - Name of the weight attribute.
* @param {string} [weightedDegree] - Name of the attribute to set.
*
* @return {object|void}
*/
function abstractWeightedDegree(name, assign, edgeGetter, graph, options) {
if (!isGraph(graph))
throw new Error('graphology-metrics/' + name + ': the given graph is not a valid graphology instance.');
if (edgeGetter !== 'edges' && graph.type === 'undirected')
throw new Error('graphology-metrics/' + name + ': cannot compute ' + name + ' on an undirected graph.');
var singleNode = null;
// Solving arguments
if (arguments.length === 5 && typeof arguments[4] !== 'object') {
singleNode = arguments[4];
}
else if (arguments.length === 6) {
singleNode = arguments[4];
options = arguments[5];
}
// Solving options
options = options || {};
var attributes = options.attributes || {};
var weightAttribute = attributes.weight || DEFAULT_WEIGHT_ATTRIBUTE,
weightedDegreeAttribute = attributes.weightedDegree || name;
var edges,
d,
w,
i,
l;
// Computing weighted degree for a single node
if (singleNode) {
edges = graph[edgeGetter](singleNode);
d = 0;
for (i = 0, l = edges.length; i < l; i++) {
w = graph.getEdgeAttribute(edges[i], weightAttribute);
if (typeof w === 'number')
d += w;
}
if (assign) {
graph.setNodeAttribute(singleNode, weightedDegreeAttribute, d);
return;
}
else {
return d;
}
}
// Computing weighted degree for every node
// TODO: it might be more performant to iterate on the edges here.
var nodes = graph.nodes(),
node,
weightedDegrees = {},
j,
m;
for (i = 0, l = nodes.length; i < l; i++) {
node = nodes[i];
edges = graph[edgeGetter](node);
d = 0;
for (j = 0, m = edges.length; j < m; j++) {
w = graph.getEdgeAttribute(edges[j], weightAttribute);
if (typeof w === 'number')
d += w;
}
if (assign)
graph.setNodeAttribute(node, weightedDegreeAttribute, d);
else
weightedDegrees[node] = d;
}
if (!assign)
return weightedDegrees;
}
/**
* Building various functions to export.
*/
var weightedDegree = abstractWeightedDegree.bind(null, 'weightedDegree', false, 'edges'),
weightedInDegree = abstractWeightedDegree.bind(null, 'weightedInDegree', false, 'inEdges'),
weightedOutDegree = abstractWeightedDegree.bind(null, 'weightedOutDegree', false, 'outEdges');
weightedDegree.assign = abstractWeightedDegree.bind(null, 'weightedDegree', true, 'edges');
weightedInDegree.assign = abstractWeightedDegree.bind(null, 'weightedInDegree', true, 'inEdges');
weightedOutDegree.assign = abstractWeightedDegree.bind(null, 'weightedOutDegree', true, 'outEdges');
/**
* Exporting.
*/
weightedDegree.weightedDegree = weightedDegree;
weightedDegree.weightedInDegree = weightedInDegree;
weightedDegree.weightedOutDegree = weightedOutDegree;
module.exports = weightedDegree;
},{"graphology-utils/is-graph":108}],96:[function(require,module,exports){
/**
* Graphology Weighted Size
* =========================
*
* Function returning the sum of the graph's edges' weights.
*/
var isGraph = require('graphology-utils/is-graph');
/**
* Defaults.
*/
var DEFAULT_WEIGHT_ATTRIBUTE = 'weight';
/**
* Weighted size function.
*
* @param {Graph} graph - Target graph.
* @param {string} [weightAttribute] - Name of the weight attribute.
* @return {number}
*/
module.exports = function weightedSize(graph, weightAttribute) {
// Handling errors
if (!isGraph(graph))
throw new Error('graphology-metrics/weighted-size: the given graph is not a valid graphology instance.');
weightAttribute = weightAttribute || DEFAULT_WEIGHT_ATTRIBUTE;
var edges = graph.edges(),
W = 0,
w,
i,
l;
for (i = 0, l = edges.length; i < l; i++) {
w = graph.getEdgeAttribute(edges[i], weightAttribute);
if (typeof w === 'number')
W += w;
}
return W;
};
},{"graphology-utils/is-graph":108}],97:[function(require,module,exports){
/**
* Graphology Indexed Brandes Routine
* ===================================
*
* Indexed version of the famous Brandes routine aiming at computing
* betweenness centrality efficiently.
*/
var FixedDeque = require('mnemonist/fixed-deque'),
FixedStack = require('mnemonist/fixed-stack'),
Heap = require('mnemonist/heap'),
typed = require('mnemonist/utils/typed-arrays'),
neighborhoodIndices = require('graphology-indices/neighborhood/outbound');
var OutboundNeighborhoodIndex = neighborhoodIndices.OutboundNeighborhoodIndex,
WeightedOutboundNeighborhoodIndex = neighborhoodIndices.WeightedOutboundNeighborhoodIndex;
/**
* Indexed unweighted Brandes routine.
*
* [Reference]:
* Ulrik Brandes: A Faster Algorithm for Betweenness Centrality.
* Journal of Mathematical Sociology 25(2):163-177, 2001.
*
* @param {Graph} graph - The graphology instance.
* @return {function}
*/
exports.createUnweightedIndexedBrandes = function createUnweightedIndexedBrandes(graph) {
var neighborhoodIndex = new OutboundNeighborhoodIndex(graph);
var neighborhood = neighborhoodIndex.neighborhood,
starts = neighborhoodIndex.starts;
var order = graph.order;
var S = new FixedStack(typed.getPointerArray(order), order),
sigma = new Uint32Array(order),
P = new Array(order),
D = new Int32Array(order);
var Q = new FixedDeque(Uint32Array, order);
var brandes = function(sourceIndex) {
var Dv,
sigmav,
start,
stop,
j,
v,
w;
for (v = 0; v < order; v++) {
P[v] = [];
sigma[v] = 0;
D[v] = -1;
}
sigma[sourceIndex] = 1;
D[sourceIndex] = 0;
Q.push(sourceIndex);
while (Q.size !== 0) {
v = Q.shift();
S.push(v);
Dv = D[v];
sigmav = sigma[v];
start = starts[v];
stop = starts[v + 1];
for (j = start; j < stop; j++) {
w = neighborhood[j];
if (D[w] === -1) {
Q.push(w);
D[w] = Dv + 1;
}
if (D[w] === Dv + 1) {
sigma[w] += sigmav;
P[w].push(v);
}
}
}
return [S, P, sigma];
};
brandes.index = neighborhoodIndex;
return brandes;
};
function BRANDES_DIJKSTRA_HEAP_COMPARATOR(a, b) {
if (a[0] > b[0])
return 1;
if (a[0] < b[0])
return -1;
if (a[1] > b[1])
return 1;
if (a[1] < b[1])
return -1;
if (a[2] > b[2])
return 1;
if (a[2] < b[2])
return -1;
if (a[3] > b[3])
return 1;
if (a[3] < b[3])
return - 1;
return 0;
}
/**
* Indexed Dijkstra Brandes routine.
*
* [Reference]:
* Ulrik Brandes: A Faster Algorithm for Betweenness Centrality.
* Journal of Mathematical Sociology 25(2):163-177, 2001.
*
* @param {Graph} graph - The graphology instance.
* @param {string} weightAttribute - Name of the weight attribute.
* @return {function}
*/
exports.createDijkstraIndexedBrandes = function createDijkstraIndexedBrandes(graph, weightAttribute) {
var neighborhoodIndex = new WeightedOutboundNeighborhoodIndex(graph, weightAttribute);
var neighborhood = neighborhoodIndex.neighborhood,
weights = neighborhoodIndex.weights,
starts = neighborhoodIndex.starts;
var order = graph.order;
var S = new FixedStack(typed.getPointerArray(order), order),
sigma = new Uint32Array(order),
P = new Array(order),
D = new Float64Array(order),
seen = new Float64Array(order);
// TODO: use fixed-size heap
var Q = new Heap(BRANDES_DIJKSTRA_HEAP_COMPARATOR);
var brandes = function(sourceIndex) {
var start,
stop,
item,
dist,
pred,
cost,
j,
v,
w;
var count = 0;
for (v = 0; v < order; v++) {
P[v] = [];
sigma[v] = 0;
D[v] = -1;
seen[v] = -1;
}
sigma[sourceIndex] = 1;
seen[sourceIndex] = 0;
Q.push([0, count++, sourceIndex, sourceIndex]);
while (Q.size !== 0) {
item = Q.pop();
dist = item[0];
pred = item[2];
v = item[3];
if (D[v] !== -1)
continue;
S.push(v);
D[v] = dist;
sigma[v] += sigma[pred];
start = starts[v];
stop = starts[v + 1];
for (j = start; j < stop; j++) {
w = neighborhood[j];
cost = dist + weights[j];
if (D[w] === -1 && (seen[w] === -1 || cost < seen[w])) {
seen[w] = cost;
Q.push([cost, count++, v, w]);
sigma[w] = 0;
P[w] = [v];
}
else if (cost === seen[w]) {
sigma[w] += sigma[v];
P[w].push(v);
}
}
}
return [S, P, sigma];
};
brandes.index = neighborhoodIndex;
return brandes;
};
},{"graphology-indices/neighborhood/outbound":72,"mnemonist/fixed-deque":98,"mnemonist/fixed-stack":99,"mnemonist/heap":100,"mnemonist/utils/typed-arrays":104}],98:[function(require,module,exports){
/**
* Mnemonist FixedDeque
* =====================
*
* Fixed capacity double-ended queue implemented as ring deque.
*/
var iterables = require('./utils/iterables.js'),
Iterator = require('obliterator/iterator');
/**
* FixedDeque.
*
* @constructor
*/
function FixedDeque(ArrayClass, capacity) {
if (arguments.length < 2)
throw new Error('mnemonist/fixed-deque: expecting an Array class and a capacity.');
if (typeof capacity !== 'number' || capacity <= 0)
throw new Error('mnemonist/fixed-deque: `capacity` should be a positive number.');
this.ArrayClass = ArrayClass;
this.capacity = capacity;
this.items = new ArrayClass(this.capacity);
this.clear();
}
/**
* Method used to clear the structure.
*
* @return {undefined}
*/
FixedDeque.prototype.clear = function() {
// Properties
this.start = 0;
this.size = 0;
};
/**
* Method used to append a value to the deque.
*
* @param {any} item - Item to append.
* @return {number} - Returns the new size of the deque.
*/
FixedDeque.prototype.push = function(item) {
if (this.size === this.capacity)
throw new Error('mnemonist/fixed-deque.push: deque capacity (' + this.capacity + ') exceeded!');
var index = (this.start + this.size) % this.capacity;
this.items[index] = item;
return ++this.size;
};
/**
* Method used to prepend a value to the deque.
*
* @param {any} item - Item to prepend.
* @return {number} - Returns the new size of the deque.
*/
FixedDeque.prototype.unshift = function(item) {
if (this.size === this.capacity)
throw new Error('mnemonist/fixed-deque.unshift: deque capacity (' + this.capacity + ') exceeded!');
var index = this.start - 1;
if (this.start === 0)
index = this.capacity - 1;
this.items[index] = item;
this.start = index;
return ++this.size;
};
/**
* Method used to pop the deque.
*
* @return {any} - Returns the popped item.
*/
FixedDeque.prototype.pop = function() {
if (this.size === 0)
return;
const index = (this.start + this.size - 1) % this.capacity;
this.size--;
return this.items[index];
};
/**
* Method used to shift the deque.
*
* @return {any} - Returns the shifted item.
*/
FixedDeque.prototype.shift = function() {
if (this.size === 0)
return;
var index = this.start;
this.size--;
this.start++;
if (this.start === this.capacity)
this.start = 0;
return this.items[index];
};
/**
* Method used to peek the first value of the deque.
*
* @return {any}
*/
FixedDeque.prototype.peekFirst = function() {
if (this.size === 0)
return;
return this.items[this.start];
};
/**
* Method used to peek the last value of the deque.
*
* @return {any}
*/
FixedDeque.prototype.peekLast = function() {
if (this.size === 0)
return;
var index = this.start + this.size - 1;
if (index > this.capacity)
index -= this.capacity;
return this.items[index];
};
/**
* Method used to get the desired value of the deque.
*
* @param {number} index
* @return {any}
*/
FixedDeque.prototype.get = function(index) {
if (this.size === 0)
return;
index = this.start + index;
if (index > this.capacity)
index -= this.capacity;
return this.items[index];
};
/**
* Method used to iterate over the deque.
*
* @param {function} callback - Function to call for each item.
* @param {object} scope - Optional scope.
* @return {undefined}
*/
FixedDeque.prototype.forEach = function(callback, scope) {
scope = arguments.length > 1 ? scope : this;
var c = this.capacity,
l = this.size,
i = this.start,
j = 0;
while (j < l) {
callback.call(scope, this.items[i], j, this);
i++;
j++;
if (i === c)
i = 0;
}
};
/**
* Method used to convert the deque to a JavaScript array.
*
* @return {array}
*/
// TODO: optional array class as argument?
FixedDeque.prototype.toArray = function() {
// Optimization
var offset = this.start + this.size;
if (offset < this.capacity)
return this.items.slice(this.start, offset);
var array = new this.ArrayClass(this.size),
c = this.capacity,
l = this.size,
i = this.start,
j = 0;
while (j < l) {
array[j] = this.items[i];
i++;
j++;
if (i === c)
i = 0;
}
return array;
};
/**
* Method used to create an iterator over the deque's values.
*
* @return {Iterator}
*/
FixedDeque.prototype.values = function() {
var items = this.items,
c = this.capacity,
l = this.size,
i = this.start,
j = 0;
return new Iterator(function() {
if (j >= l)
return {
done: true
};
var value = items[i];
i++;
j++;
if (i === c)
i = 0;
return {
value: value,
done: false
};
});
};
/**
* Method used to create an iterator over the deque's entries.
*
* @return {Iterator}
*/
FixedDeque.prototype.entries = function() {
var items = this.items,
c = this.capacity,
l = this.size,
i = this.start,
j = 0;
return new Iterator(function() {
if (j >= l)
return {
done: true
};
var value = items[i];
i++;
if (i === c)
i = 0;
return {
value: [j++, value],
done: false
};
});
};
/**
* Attaching the #.values method to Symbol.iterator if possible.
*/
if (typeof Symbol !== 'undefined')
FixedDeque.prototype[Symbol.iterator] = FixedDeque.prototype.values;
/**
* Convenience known methods.
*/
FixedDeque.prototype.inspect = function() {
var array = this.toArray();
array.type = this.ArrayClass.name;
array.capacity = this.capacity;
// Trick so that node displays the name of the constructor
Object.defineProperty(array, 'constructor', {
value: FixedDeque,
enumerable: false
});
return array;
};
if (typeof Symbol !== 'undefined')
FixedDeque.prototype[Symbol.for('nodejs.util.inspect.custom')] = FixedDeque.prototype.inspect;
/**
* Static @.from function taking an abitrary iterable & converting it into
* a deque.
*
* @param {Iterable} iterable - Target iterable.
* @param {function} ArrayClass - Array class to use.
* @param {number} capacity - Desired capacity.
* @return {FiniteStack}
*/
FixedDeque.from = function(iterable, ArrayClass, capacity) {
if (arguments.length < 3) {
capacity = iterables.guessLength(iterable);
if (typeof capacity !== 'number')
throw new Error('mnemonist/fixed-deque.from: could not guess iterable length. Please provide desired capacity as last argument.');
}
var deque = new FixedDeque(ArrayClass, capacity);
if (iterables.isArrayLike(iterable)) {
var i, l;
for (i = 0, l = iterable.length; i < l; i++)
deque.items[i] = iterable[i];
deque.size = l;
return deque;
}
iterables.forEach(iterable, function(value) {
deque.push(value);
});
return deque;
};
/**
* Exporting.
*/
module.exports = FixedDeque;
},{"./utils/iterables.js":103,"obliterator/iterator":375}],99:[function(require,module,exports){
/**
* Mnemonist FixedStack
* =====================
*
* The fixed stack is a stack whose capacity is defined beforehand and that
* cannot be exceeded. This class is really useful when combined with
* byte arrays to save up some memory and avoid memory re-allocation, hence
* speeding up computations.
*
* This has however a downside: you need to know the maximum size you stack
* can have during your iteration (which is not too difficult to compute when
* performing, say, a DFS on a balanced binary tree).
*/
var Iterator = require('obliterator/iterator'),
iterables = require('./utils/iterables.js');
/**
* FixedStack
*
* @constructor
* @param {function} ArrayClass - Array class to use.
* @param {number} capacity - Desired capacity.
*/
function FixedStack(ArrayClass, capacity) {
if (arguments.length < 2)
throw new Error('mnemonist/fixed-stack: expecting an Array class and a capacity.');
if (typeof capacity !== 'number' || capacity <= 0)
throw new Error('mnemonist/fixed-stack: `capacity` should be a positive number.');
this.capacity = capacity;
this.ArrayClass = ArrayClass;
this.items = new this.ArrayClass(this.capacity);
this.clear();
}
/**
* Method used to clear the stack.
*
* @return {undefined}
*/
FixedStack.prototype.clear = function() {
// Properties
this.size = 0;
};
/**
* Method used to add an item to the stack.
*
* @param {any} item - Item to add.
* @return {number}
*/
FixedStack.prototype.push = function(item) {
if (this.size === this.capacity)
throw new Error('mnemonist/fixed-stack.push: stack capacity (' + this.capacity + ') exceeded!');
this.items[this.size++] = item;
return this.size;
};
/**
* Method used to retrieve & remove the last item of the stack.
*
* @return {any}
*/
FixedStack.prototype.pop = function() {
if (this.size === 0)
return;
return this.items[--this.size];
};
/**
* Method used to get the last item of the stack.
*
* @return {any}
*/
FixedStack.prototype.peek = function() {
return this.items[this.size - 1];
};
/**
* Method used to iterate over the stack.
*
* @param {function} callback - Function to call for each item.
* @param {object} scope - Optional scope.
* @return {undefined}
*/
FixedStack.prototype.forEach = function(callback, scope) {
scope = arguments.length > 1 ? scope : this;
for (var i = 0, l = this.items.length; i < l; i++)
callback.call(scope, this.items[l - i - 1], i, this);
};
/**
* Method used to convert the stack to a JavaScript array.
*
* @return {array}
*/
FixedStack.prototype.toArray = function() {
var array = new this.ArrayClass(this.size),
l = this.size - 1,
i = this.size;
while (i--)
array[i] = this.items[l - i];
return array;
};
/**
* Method used to create an iterator over a stack's values.
*
* @return {Iterator}
*/
FixedStack.prototype.values = function() {
var items = this.items,
l = this.size,
i = 0;
return new Iterator(function() {
if (i >= l)
return {
done: true
};
var value = items[l - i - 1];
i++;
return {
value: value,
done: false
};
});
};
/**
* Method used to create an iterator over a stack's entries.
*
* @return {Iterator}
*/
FixedStack.prototype.entries = function() {
var items = this.items,
l = this.size,
i = 0;
return new Iterator(function() {
if (i >= l)
return {
done: true
};
var value = items[l - i - 1];
return {
value: [i++, value],
done: false
};
});
};
/**
* Attaching the #.values method to Symbol.iterator if possible.
*/
if (typeof Symbol !== 'undefined')
FixedStack.prototype[Symbol.iterator] = FixedStack.prototype.values;
/**
* Convenience known methods.
*/
FixedStack.prototype.toString = function() {
return this.toArray().join(',');
};
FixedStack.prototype.toJSON = function() {
return this.toArray();
};
FixedStack.prototype.inspect = function() {
var array = this.toArray();
array.type = this.ArrayClass.name;
array.capacity = this.capacity;
// Trick so that node displays the name of the constructor
Object.defineProperty(array, 'constructor', {
value: FixedStack,
enumerable: false
});
return array;
};
if (typeof Symbol !== 'undefined')
FixedStack.prototype[Symbol.for('nodejs.util.inspect.custom')] = FixedStack.prototype.inspect;
/**
* Static @.from function taking an abitrary iterable & converting it into
* a stack.
*
* @param {Iterable} iterable - Target iterable.
* @param {function} ArrayClass - Array class to use.
* @param {number} capacity - Desired capacity.
* @return {FixedStack}
*/
FixedStack.from = function(iterable, ArrayClass, capacity) {
if (arguments.length < 3) {
capacity = iterables.guessLength(iterable);
if (typeof capacity !== 'number')
throw new Error('mnemonist/fixed-stack.from: could not guess iterable length. Please provide desired capacity as last argument.');
}
var stack = new FixedStack(ArrayClass, capacity);
if (iterables.isArrayLike(iterable)) {
var i, l;
for (i = 0, l = iterable.length; i < l; i++)
stack.items[i] = iterable[i];
stack.size = l;
return stack;
}
iterables.forEach(iterable, function(value) {
stack.push(value);
});
return stack;
};
/**
* Exporting.
*/
module.exports = FixedStack;
},{"./utils/iterables.js":103,"obliterator/iterator":375}],100:[function(require,module,exports){
/**
* Mnemonist Binary Heap
* ======================
*
* Binary heap implementation.
*/
var forEach = require('obliterator/foreach'),
comparators = require('./utils/comparators.js'),
iterables = require('./utils/iterables.js');
var DEFAULT_COMPARATOR = comparators.DEFAULT_COMPARATOR,
reverseComparator = comparators.reverseComparator;
/**
* Heap helper functions.
*/
/**
* Function used to sift down.
*
* @param {function} compare - Comparison function.
* @param {array} heap - Array storing the heap's data.
* @param {number} startIndex - Starting index.
* @param {number} i - Index.
*/
function siftDown(compare, heap, startIndex, i) {
var item = heap[i],
parentIndex,
parent;
while (i > startIndex) {
parentIndex = (i - 1) >> 1;
parent = heap[parentIndex];
if (compare(item, parent) < 0) {
heap[i] = parent;
i = parentIndex;
continue;
}
break;
}
heap[i] = item;
}
/**
* Function used to sift up.
*
* @param {function} compare - Comparison function.
* @param {array} heap - Array storing the heap's data.
* @param {number} i - Index.
*/
function siftUp(compare, heap, i) {
var endIndex = heap.length,
startIndex = i,
item = heap[i],
childIndex = 2 * i + 1,
rightIndex;
while (childIndex < endIndex) {
rightIndex = childIndex + 1;
if (
rightIndex < endIndex &&
compare(heap[childIndex], heap[rightIndex]) >= 0
) {
childIndex = rightIndex;
}
heap[i] = heap[childIndex];
i = childIndex;
childIndex = 2 * i + 1;
}
heap[i] = item;
siftDown(compare, heap, startIndex, i);
}
/**
* Function used to push an item into a heap represented by a raw array.
*
* @param {function} compare - Comparison function.
* @param {array} heap - Array storing the heap's data.
* @param {any} item - Item to push.
*/
function push(compare, heap, item) {
heap.push(item);
siftDown(compare, heap, 0, heap.length - 1);
}
/**
* Function used to pop an item from a heap represented by a raw array.
*
* @param {function} compare - Comparison function.
* @param {array} heap - Array storing the heap's data.
* @return {any}
*/
function pop(compare, heap) {
var lastItem = heap.pop();
if (heap.length !== 0) {
var item = heap[0];
heap[0] = lastItem;
siftUp(compare, heap, 0);
return item;
}
return lastItem;
}
/**
* Function used to pop the heap then push a new value into it, thus "replacing"
* it.
*
* @param {function} compare - Comparison function.
* @param {array} heap - Array storing the heap's data.
* @param {any} item - The item to push.
* @return {any}
*/
function replace(compare, heap, item) {
if (heap.length === 0)
throw new Error('mnemonist/heap.replace: cannot pop an empty heap.');
var popped = heap[0];
heap[0] = item;
siftUp(compare, heap, 0);
return popped;
}
/**
* Function used to push an item in the heap then pop the heap and return the
* popped value.
*
* @param {function} compare - Comparison function.
* @param {array} heap - Array storing the heap's data.
* @param {any} item - The item to push.
* @return {any}
*/
function pushpop(compare, heap, item) {
var tmp;
if (heap.length !== 0 && compare(heap[0], item) < 0) {
tmp = heap[0];
heap[0] = item;
item = tmp;
siftUp(compare, heap, 0);
}
return item;
}
/**
* Converts and array into an abstract heap in linear time.
*
* @param {function} compare - Comparison function.
* @param {array} array - Target array.
*/
function heapify(compare, array) {
var n = array.length,
l = n >> 1,
i = l;
while (--i >= 0)
siftUp(compare, array, i);
}
/**
* Fully consumes the given heap.
*
* @param {function} compare - Comparison function.
* @param {array} heap - Array storing the heap's data.
* @return {array}
*/
function consume(compare, heap) {
var l = heap.length,
i = 0;
var array = new Array(l);
while (i < l)
array[i++] = pop(compare, heap);
return array;
}
/**
* Function used to retrieve the n smallest items from the given iterable.
*
* @param {function} compare - Comparison function.
* @param {number} n - Number of top items to retrieve.
* @param {any} iterable - Arbitrary iterable.
* @param {array}
*/
function nsmallest(compare, n, iterable) {
if (arguments.length === 2) {
iterable = n;
n = compare;
compare = DEFAULT_COMPARATOR;
}
var reverseCompare = reverseComparator(compare);
var i, l, v;
var min = Infinity;
var result;
// If n is equal to 1, it's just a matter of finding the minimum
if (n === 1) {
if (iterables.isArrayLike(iterable)) {
for (i = 0, l = iterable.length; i < l; i++) {
v = iterable[i];
if (min === Infinity || compare(v, min) < 0)
min = v;
}
result = new iterable.constructor(1);
result[0] = min;
return result;
}
forEach(iterable, function(value) {
if (min === Infinity || compare(value, min) < 0)
min = value;
});
return [min];
}
if (iterables.isArrayLike(iterable)) {
// If n > iterable length, we just clone and sort
if (n >= iterable.length)
return iterable.slice().sort(compare);
result = iterable.slice(0, n);
heapify(reverseCompare, result);
for (i = n, l = iterable.length; i < l; i++)
if (reverseCompare(iterable[i], result[0]) > 0)
replace(reverseCompare, result, iterable[i]);
// NOTE: if n is over some number, it becomes faster to consume the heap
return result.sort(compare);
}
// Correct for size
var size = iterables.guessLength(iterable);
if (size !== null && size < n)
n = size;
result = new Array(n);
i = 0;
forEach(iterable, function(value) {
if (i < n) {
result[i] = value;
}
else {
if (i === n)
heapify(reverseCompare, result);
if (reverseCompare(value, result[0]) > 0)
replace(reverseCompare, result, value);
}
i++;
});
if (result.length > i)
result.length = i;
// NOTE: if n is over some number, it becomes faster to consume the heap
return result.sort(compare);
}
/**
* Function used to retrieve the n largest items from the given iterable.
*
* @param {function} compare - Comparison function.
* @param {number} n - Number of top items to retrieve.
* @param {any} iterable - Arbitrary iterable.
* @param {array}
*/
function nlargest(compare, n, iterable) {
if (arguments.length === 2) {
iterable = n;
n = compare;
compare = DEFAULT_COMPARATOR;
}
var reverseCompare = reverseComparator(compare);
var i, l, v;
var max = -Infinity;
var result;
// If n is equal to 1, it's just a matter of finding the maximum
if (n === 1) {
if (iterables.isArrayLike(iterable)) {
for (i = 0, l = iterable.length; i < l; i++) {
v = iterable[i];
if (max === -Infinity || compare(v, max) > 0)
max = v;
}
result = new iterable.constructor(1);
result[0] = max;
return result;
}
forEach(iterable, function(value) {
if (max === -Infinity || compare(value, max) > 0)
max = value;
});
return [max];
}
if (iterables.isArrayLike(iterable)) {
// If n > iterable length, we just clone and sort
if (n >= iterable.length)
return iterable.slice().sort(reverseCompare);
result = iterable.slice(0, n);
heapify(compare, result);
for (i = n, l = iterable.length; i < l; i++)
if (compare(iterable[i], result[0]) > 0)
replace(compare, result, iterable[i]);
// NOTE: if n is over some number, it becomes faster to consume the heap
return result.sort(reverseCompare);
}
// Correct for size
var size = iterables.guessLength(iterable);
if (size !== null && size < n)
n = size;
result = new Array(n);
i = 0;
forEach(iterable, function(value) {
if (i < n) {
result[i] = value;
}
else {
if (i === n)
heapify(compare, result);
if (compare(value, result[0]) > 0)
replace(compare, result, value);
}
i++;
});
if (result.length > i)
result.length = i;
// NOTE: if n is over some number, it becomes faster to consume the heap
return result.sort(reverseCompare);
}
/**
* Binary Minimum Heap.
*
* @constructor
* @param {function} comparator - Comparator function to use.
*/
function Heap(comparator) {
this.clear();
this.comparator = comparator || DEFAULT_COMPARATOR;
if (typeof this.comparator !== 'function')
throw new Error('mnemonist/Heap.constructor: given comparator should be a function.');
}
/**
* Method used to clear the heap.
*
* @return {undefined}
*/
Heap.prototype.clear = function() {
// Properties
this.items = [];
this.size = 0;
};
/**
* Method used to push an item into the heap.
*
* @param {any} item - Item to push.
* @return {number}
*/
Heap.prototype.push = function(item) {
push(this.comparator, this.items, item);
return ++this.size;
};
/**
* Method used to retrieve the "first" item of the heap.
*
* @return {any}
*/
Heap.prototype.peek = function() {
return this.items[0];
};
/**
* Method used to retrieve & remove the "first" item of the heap.
*
* @return {any}
*/
Heap.prototype.pop = function() {
if (this.size !== 0)
this.size--;
return pop(this.comparator, this.items);
};
/**
* Method used to pop the heap, then push an item and return the popped
* item.
*
* @param {any} item - Item to push into the heap.
* @return {any}
*/
Heap.prototype.replace = function(item) {
return replace(this.comparator, this.items, item);
};
/**
* Method used to push the heap, the pop it and return the pooped item.
*
* @param {any} item - Item to push into the heap.
* @return {any}
*/
Heap.prototype.pushpop = function(item) {
return pushpop(this.comparator, this.items, item);
};
/**
* Method used to consume the heap fully and return its items as a sorted array.
*
* @return {array}
*/
Heap.prototype.consume = function() {
this.size = 0;
return consume(this.comparator, this.items);
};
/**
* Method used to convert the heap to an array. Note that it basically clone
* the heap and consumes it completely. This is hardly performant.
*
* @return {array}
*/
Heap.prototype.toArray = function() {
return consume(this.comparator, this.items.slice());
};
/**
* Convenience known methods.
*/
Heap.prototype.inspect = function() {
var proxy = this.toArray();
// Trick so that node displays the name of the constructor
Object.defineProperty(proxy, 'constructor', {
value: Heap,
enumerable: false
});
return proxy;
};
if (typeof Symbol !== 'undefined')
Heap.prototype[Symbol.for('nodejs.util.inspect.custom')] = Heap.prototype.inspect;
/**
* Binary Maximum Heap.
*
* @constructor
* @param {function} comparator - Comparator function to use.
*/
function MaxHeap(comparator) {
this.clear();
this.comparator = comparator || DEFAULT_COMPARATOR;
if (typeof this.comparator !== 'function')
throw new Error('mnemonist/MaxHeap.constructor: given comparator should be a function.');
this.comparator = reverseComparator(this.comparator);
}
MaxHeap.prototype = Heap.prototype;
/**
* Static @.from function taking an abitrary iterable & converting it into
* a heap.
*
* @param {Iterable} iterable - Target iterable.
* @param {function} comparator - Custom comparator function.
* @return {Heap}
*/
Heap.from = function(iterable, comparator) {
var heap = new Heap(comparator);
var items;
// If iterable is an array, we can be clever about it
if (iterables.isArrayLike(iterable))
items = iterable.slice();
else
items = iterables.toArray(iterable);
heapify(heap.comparator, items);
heap.items = items;
heap.size = items.length;
return heap;
};
MaxHeap.from = function(iterable, comparator) {
var heap = new MaxHeap(comparator);
var items;
// If iterable is an array, we can be clever about it
if (iterables.isArrayLike(iterable))
items = iterable.slice();
else
items = iterables.toArray(iterable);
heapify(heap.comparator, items);
heap.items = items;
heap.size = items.length;
return heap;
};
/**
* Exporting.
*/
Heap.siftUp = siftUp;
Heap.siftDown = siftDown;
Heap.push = push;
Heap.pop = pop;
Heap.replace = replace;
Heap.pushpop = pushpop;
Heap.heapify = heapify;
Heap.consume = consume;
Heap.nsmallest = nsmallest;
Heap.nlargest = nlargest;
Heap.MinHeap = Heap;
Heap.MaxHeap = MaxHeap;
module.exports = Heap;
},{"./utils/comparators.js":102,"./utils/iterables.js":103,"obliterator/foreach":374}],101:[function(require,module,exports){
/**
* Mnemonist Queue
* ================
*
* Queue implementation based on the ideas of Queue.js that seems to beat
* a LinkedList one in performance.
*/
var Iterator = require('obliterator/iterator'),
forEach = require('obliterator/foreach');
/**
* Queue
*
* @constructor
*/
function Queue() {
this.clear();
}
/**
* Method used to clear the queue.
*
* @return {undefined}
*/
Queue.prototype.clear = function() {
// Properties
this.items = [];
this.offset = 0;
this.size = 0;
};
/**
* Method used to add an item to the queue.
*
* @param {any} item - Item to enqueue.
* @return {number}
*/
Queue.prototype.enqueue = function(item) {
this.items.push(item);
return ++this.size;
};
/**
* Method used to retrieve & remove the first item of the queue.
*
* @return {any}
*/
Queue.prototype.dequeue = function() {
if (!this.size)
return;
var item = this.items[this.offset];
if (++this.offset * 2 >= this.items.length) {
this.items = this.items.slice(this.offset);
this.offset = 0;
}
this.size--;
return item;
};
/**
* Method used to retrieve the first item of the queue.
*
* @return {any}
*/
Queue.prototype.peek = function() {
if (!this.size)
return;
return this.items[this.offset];
};
/**
* Method used to iterate over the queue.
*
* @param {function} callback - Function to call for each item.
* @param {object} scope - Optional scope.
* @return {undefined}
*/
Queue.prototype.forEach = function(callback, scope) {
scope = arguments.length > 1 ? scope : this;
for (var i = this.offset, j = 0, l = this.items.length; i < l; i++, j++)
callback.call(scope, this.items[i], j, this);
};
/*
* Method used to convert the queue to a JavaScript array.
*
* @return {array}
*/
Queue.prototype.toArray = function() {
return this.items.slice(this.offset);
};
/**
* Method used to create an iterator over a queue's values.
*
* @return {Iterator}
*/
Queue.prototype.values = function() {
var items = this.items,
i = this.offset;
return new Iterator(function() {
if (i >= items.length)
return {
done: true
};
var value = items[i];
i++;
return {
value: value,
done: false
};
});
};
/**
* Method used to create an iterator over a queue's entries.
*
* @return {Iterator}
*/
Queue.prototype.entries = function() {
var items = this.items,
i = this.offset,
j = 0;
return new Iterator(function() {
if (i >= items.length)
return {
done: true
};
var value = items[i];
i++;
return {
value: [j++, value],
done: false
};
});
};
/**
* Attaching the #.values method to Symbol.iterator if possible.
*/
if (typeof Symbol !== 'undefined')
Queue.prototype[Symbol.iterator] = Queue.prototype.values;
/**
* Convenience known methods.
*/
Queue.prototype.toString = function() {
return this.toArray().join(',');
};
Queue.prototype.toJSON = function() {
return this.toArray();
};
Queue.prototype.inspect = function() {
var array = this.toArray();
// Trick so that node displays the name of the constructor
Object.defineProperty(array, 'constructor', {
value: Queue,
enumerable: false
});
return array;
};
if (typeof Symbol !== 'undefined')
Queue.prototype[Symbol.for('nodejs.util.inspect.custom')] = Queue.prototype.inspect;
/**
* Static @.from function taking an abitrary iterable & converting it into
* a queue.
*
* @param {Iterable} iterable - Target iterable.
* @return {Queue}
*/
Queue.from = function(iterable) {
var queue = new Queue();
forEach(iterable, function(value) {
queue.enqueue(value);
});
return queue;
};
/**
* Static @.of function taking an abitrary number of arguments & converting it
* into a queue.
*
* @param {...any} args
* @return {Queue}
*/
Queue.of = function() {
return Queue.from(arguments);
};
/**
* Exporting.
*/
module.exports = Queue;
},{"obliterator/foreach":374,"obliterator/iterator":375}],102:[function(require,module,exports){
/**
* Mnemonist Heap Comparators
* ===========================
*
* Default comparators & functions dealing with comparators reversing etc.
*/
var DEFAULT_COMPARATOR = function(a, b) {
if (a < b)
return -1;
if (a > b)
return 1;
return 0;
};
var DEFAULT_REVERSE_COMPARATOR = function(a, b) {
if (a < b)
return 1;
if (a > b)
return -1;
return 0;
};
/**
* Function used to reverse a comparator.
*/
function reverseComparator(comparator) {
return function(a, b) {
return comparator(b, a);
};
}
/**
* Function returning a tuple comparator.
*/
function createTupleComparator(size) {
if (size === 2) {
return function(a, b) {
if (a[0] < b[0])
return -1;
if (a[0] > b[0])
return 1;
if (a[1] < b[1])
return -1;
if (a[1] > b[1])
return 1;
return 0;
};
}
return function(a, b) {
var i = 0;
while (i < size) {
if (a[i] < b[i])
return -1;
if (a[i] > b[i])
return 1;
i++;
}
return 0;
};
}
/**
* Exporting.
*/
exports.DEFAULT_COMPARATOR = DEFAULT_COMPARATOR;
exports.DEFAULT_REVERSE_COMPARATOR = DEFAULT_REVERSE_COMPARATOR;
exports.reverseComparator = reverseComparator;
exports.createTupleComparator = createTupleComparator;
},{}],103:[function(require,module,exports){
/**
* Mnemonist Iterable Function
* ============================
*
* Harmonized iteration helpers over mixed iterable targets.
*/
var forEach = require('obliterator/foreach');
var isTypedArray = require('./typed-arrays.js').isTypedArray;
/**
* Function used to determine whether the given object supports array-like
* random access.
*
* @param {any} target - Target object.
* @return {boolean}
*/
function isArrayLike(target) {
return Array.isArray(target) || isTypedArray(target);
}
/**
* Function used to guess the length of the structure over which we are going
* to iterate.
*
* @param {any} target - Target object.
* @return {number|undefined}
*/
function guessLength(target) {
if (typeof target.length === 'number')
return target.length;
if (typeof target.size === 'number')
return target.size;
return;
}
/**
* Function used to convert an iterable to an array.
*
* @param {any} target - Iteration target.
* @return {array}
*/
function toArray(target) {
var l = guessLength(target);
var array = typeof l === 'number' ? new Array(l) : [];
var i = 0;
forEach(target, function(value) {
array[i++] = value;
});
return array;
}
/**
* Exporting.
*/
exports.isArrayLike = isArrayLike;
exports.guessLength = guessLength;
exports.toArray = toArray;
},{"./typed-arrays.js":104,"obliterator/foreach":374}],104:[function(require,module,exports){
arguments[4][73][0].apply(exports,arguments)
},{"dup":73}],105:[function(require,module,exports){
/**
* Graphology Unweighted Shortest Path
* ====================================
*
* Basic algorithms to find the shortest paths between nodes in a graph
* whose edges are not weighted.
*/
var isGraph = require('graphology-utils/is-graph'),
Queue = require('mnemonist/queue'),
extend = require('@yomguithereal/helpers/extend');
/**
* Function attempting to find the shortest path in a graph between
* given source & target or `null` if such a path does not exist.
*
* @param {Graph} graph - Target graph.
* @param {any} source - Source node.
* @param {any} target - Target node.
* @return {array|null} - Found path or `null`.
*/
function bidirectional(graph, source, target) {
if (!isGraph(graph))
throw new Error('graphology-shortest-path: invalid graphology instance.');
if (arguments.length < 3)
throw new Error('graphology-shortest-path: invalid number of arguments. Expecting at least 3.');
if (!graph.hasNode(source))
throw new Error('graphology-shortest-path: the "' + source + '" source node does not exist in the given graph.');
if (!graph.hasNode(target))
throw new Error('graphology-shortest-path: the "' + target + '" target node does not exist in the given graph.');
source = '' + source;
target = '' + target;
// TODO: do we need a self loop to go there?
if (source === target) {
return [source];
}
// Binding functions
var getPredecessors = graph.inboundNeighbors.bind(graph),
getSuccessors = graph.outboundNeighbors.bind(graph);
var predecessor = {},
successor = {};
// Predecessor & successor
predecessor[source] = null;
successor[target] = null;
// Fringes
var forwardFringe = [source],
reverseFringe = [target],
currentFringe,
node,
neighbors,
neighbor,
i,
j,
l,
m;
var found = false;
outer:
while (forwardFringe.length && reverseFringe.length) {
if (forwardFringe.length <= reverseFringe.length) {
currentFringe = forwardFringe;
forwardFringe = [];
for (i = 0, l = currentFringe.length; i < l; i++) {
node = currentFringe[i];
neighbors = getSuccessors(node);
for (j = 0, m = neighbors.length; j < m; j++) {
neighbor = neighbors[j];
if (!(neighbor in predecessor)) {
forwardFringe.push(neighbor);
predecessor[neighbor] = node;
}
if (neighbor in successor) {
// Path is found!
found = true;
break outer;
}
}
}
}
else {
currentFringe = reverseFringe;
reverseFringe = [];
for (i = 0, l = currentFringe.length; i < l; i++) {
node = currentFringe[i];
neighbors = getPredecessors(node);
for (j = 0, m = neighbors.length; j < m; j++) {
neighbor = neighbors[j];
if (!(neighbor in successor)) {
reverseFringe.push(neighbor);
successor[neighbor] = node;
}
if (neighbor in predecessor) {
// Path is found!
found = true;
break outer;
}
}
}
}
}
if (!found)
return null;
var path = [];
while (neighbor) {
path.unshift(neighbor);
neighbor = predecessor[neighbor];
}
neighbor = successor[path[path.length - 1]];
while (neighbor) {
path.push(neighbor);
neighbor = successor[neighbor];
}
return path.length ? path : null;
}
/**
* Function attempting to find the shortest path in the graph between the
* given source node & all the other nodes.
*
* @param {Graph} graph - Target graph.
* @param {any} source - Source node.
* @return {object} - The map of found paths.
*/
// TODO: cutoff option
function singleSource(graph, source) {
if (!isGraph(graph))
throw new Error('graphology-shortest-path: invalid graphology instance.');
if (arguments.length < 2)
throw new Error('graphology-shortest-path: invalid number of arguments. Expecting at least 2.');
if (!graph.hasNode(source))
throw new Error('graphology-shortest-path: the "' + source + '" source node does not exist in the given graph.');
source = '' + source;
var nextLevel = {},
paths = {},
currentLevel,
neighbors,
v,
w,
i,
l;
nextLevel[source] = true;
paths[source] = [source];
while (Object.keys(nextLevel).length) {
currentLevel = nextLevel;
nextLevel = {};
for (v in currentLevel) {
neighbors = graph.outboundNeighbors(v);
for (i = 0, l = neighbors.length; i < l; i++) {
w = neighbors[i];
if (!paths[w]) {
paths[w] = paths[v].concat(w);
nextLevel[w] = true;
}
}
}
}
return paths;
}
/**
* Function attempting to find the shortest path lengths in the graph between
* the given source node & all the other nodes.
*
* @param {string} method - Neighbor collection method name.
* @param {Graph} graph - Target graph.
* @param {any} source - Source node.
* @return {object} - The map of found path lengths.
*/
// TODO: cutoff option
function asbtractSingleSourceLength(method, graph, source) {
if (!isGraph(graph))
throw new Error('graphology-shortest-path: invalid graphology instance.');
if (!graph.hasNode(source))
throw new Error('graphology-shortest-path: the "' + source + '" source node does not exist in the given graph.');
source = '' + source;
// Performing BFS to count shortest paths
var seen = new Set();
var lengths = {},
level = 0;
lengths[source] = 0;
var currentLevel = [source];
var i, l, node;
while (currentLevel.length !== 0) {
var nextLevel = [];
for (i = 0, l = currentLevel.length; i < l; i++) {
node = currentLevel[i];
if (seen.has(node))
continue;
seen.add(node);
extend(nextLevel, graph[method](node));
lengths[node] = level;
}
level++;
currentLevel = nextLevel;
}
return lengths;
}
var singleSourceLength = asbtractSingleSourceLength.bind(null, 'outboundNeighbors');
var undirectedSingleSourceLength = asbtractSingleSourceLength.bind(null, 'neighbors');
/**
* Main polymorphic function taking either only a source or a
* source/target combo.
*
* @param {Graph} graph - Target graph.
* @param {any} source - Source node.
* @param {any} [target] - Target node.
* @return {array|object|null} - The map of found paths.
*/
function shortestPath(graph, source, target) {
if (arguments.length < 3)
return singleSource(graph, source);
return bidirectional(graph, source, target);
}
/**
* Function using Ulrik Brandes' method to map single source shortest paths
* from selected node.
*
* [Reference]:
* Ulrik Brandes: A Faster Algorithm for Betweenness Centrality.
* Journal of Mathematical Sociology 25(2):163-177, 2001.
*
* @param {Graph} graph - Target graph.
* @param {any} source - Source node.
* @return {array} - [Stack, Paths, Sigma]
*/
function brandes(graph, source) {
source = '' + source;
var S = [],
P = {},
sigma = {};
var nodes = graph.nodes(),
Dv,
sigmav,
neighbors,
v,
w,
i,
j,
l,
m;
for (i = 0, l = nodes.length; i < l; i++) {
v = nodes[i];
P[v] = [];
sigma[v] = 0;
}
var D = {};
sigma[source] = 1;
D[source] = 0;
var queue = Queue.of(source);
while (queue.size) {
v = queue.dequeue();
S.push(v);
Dv = D[v];
sigmav = sigma[v];
neighbors = graph.outboundNeighbors(v);
for (j = 0, m = neighbors.length; j < m; j++) {
w = neighbors[j];
if (!(w in D)) {
queue.enqueue(w);
D[w] = Dv + 1;
}
if (D[w] === Dv + 1) {
sigma[w] += sigmav;
P[w].push(v);
}
}
}
return [S, P, sigma];
}
/**
* Exporting.
*/
shortestPath.bidirectional = bidirectional;
shortestPath.singleSource = singleSource;
shortestPath.singleSourceLength = singleSourceLength;
shortestPath.undirectedSingleSourceLength = undirectedSingleSourceLength;
shortestPath.brandes = brandes;
module.exports = shortestPath;
},{"@yomguithereal/helpers/extend":40,"graphology-utils/is-graph":108,"mnemonist/queue":101}],106:[function(require,module,exports){
/**
* Graphology inferType
* =====================
*
* Useful function used to "guess" the real type of the given Graph using
* introspection.
*/
var isGraph = require('./is-graph.js');
/**
* Returning the inferred type of the given graph.
*
* @param {Graph} graph - Target graph.
* @return {boolean}
*/
module.exports = function inferType(graph) {
if (!isGraph(graph))
throw new Error('graphology-utils/infer-type: expecting a valid graphology instance.');
var declaredType = graph.type;
if (declaredType !== 'mixed')
return declaredType;
if (
(graph.directedSize === 0 && graph.undirectedSize === 0) ||
(graph.directedSize > 0 && graph.undirectedSize > 0)
)
return 'mixed';
if (graph.directedSize > 0)
return 'directed';
return 'undirected';
};
},{"./is-graph.js":108}],107:[function(require,module,exports){
/**
* Graphology isGraphConstructor
* ==============================
*
* Very simple function aiming at ensuring the given variable is a
* graphology constructor.
*/
/**
* Checking the value is a graphology constructor.
*
* @param {any} value - Target value.
* @return {boolean}
*/
module.exports = function isGraphConstructor(value) {
return (
value !== null &&
typeof value === 'function' &&
typeof value.prototype === 'object' &&
typeof value.prototype.addUndirectedEdgeWithKey === 'function' &&
typeof value.prototype.dropNode === 'function'
);
};
},{}],108:[function(require,module,exports){
/**
* Graphology isGraph
* ===================
*
* Very simple function aiming at ensuring the given variable is a
* graphology instance.
*/
/**
* Checking the value is a graphology instance.
*
* @param {any} value - Target value.
* @return {boolean}
*/
module.exports = function isGraph(value) {
return (
value !== null &&
typeof value === 'object' &&
typeof value.addUndirectedEdgeWithKey === 'function' &&
typeof value.dropNode === 'function' &&
typeof value.multi === 'boolean'
);
};
},{}],109:[function(require,module,exports){
/**
* Graphology mergePath
* =====================
*
* Function merging the given path to the graph.
*/
/**
* Merging the given path to the graph.
*
* @param {Graph} graph - Target graph.
* @param {array} nodes - Nodes representing the path to merge.
*/
module.exports = function mergePath(graph, nodes) {
if (nodes.length === 0)
return;
var previousNode, node, i, l;
graph.mergeNode(nodes[0]);
for (i = 1, l = nodes.length; i < l; i++) {
previousNode = nodes[i - 1];
node = nodes[i];
graph.mergeEdge(previousNode, node);
}
};
},{}],110:[function(require,module,exports){
/**
* Graphology Sub Graph
* =====================
*
* Function returning the subgraph composed of the nodes passed as parameters.
*/
/**
* Returning the subgraph composed of the nodes passed as parameters.
*
* @param {Graph} graph - Graph containing the subgraph.
* @param {array} nodes - Array, set or function defining the nodes wanted in the subgraph.
*/
module.exports = function subGraph(graph, nodes) {
var nodesSet;
var subGraphResult = graph.nullCopy();
if (Array.isArray(nodes)) {
nodesSet = new Set(nodes);
}
else if (nodes instanceof Set) {
nodesSet = nodes;
}
else if (typeof nodes === 'function') {
nodesSet = new Set();
graph.forEachNode(function(key, attrs) {
if (nodes(key, attrs)) {
nodesSet.add(key);
}
});
}
else {
throw new Error(
'The argument "nodes" is neither an array, nor a set, nor a function.'
);
}
if (nodesSet.size === 0) return subGraphResult;
var insertedSelfloops = new Set(); // Useful to check if a selfloop has already been inserted or not
nodesSet.forEach(function(node) {
// Nodes addition
if (!graph.hasNode(node))
throw new Error('graphology-utils/subgraph: the "' + node + '" node is not present in the graph.');
subGraphResult.addNode(node, graph.getNodeAttributes(node));
});
nodesSet.forEach(function(node) {
// Edges addition
graph.forEachOutEdge(node, function(edge, attributes, source, target) {
if (nodesSet.has(target)) {
subGraphResult.importEdge(graph.exportEdge(edge));
}
});
graph.forEachUndirectedEdge(node, function(
edge,
attributes,
source,
target
) {
if (source !== node) {
var tmp = source;
source = target;
target = tmp;
}
if (nodesSet.has(target)) {
if (source === target && !insertedSelfloops.has(edge)) {
subGraphResult.importEdge(graph.exportEdge(edge));
insertedSelfloops.add(edge);
}
else if (source > target) {
subGraphResult.importEdge(graph.exportEdge(edge));
}
}
});
});
return subGraphResult;
};
},{}],111:[function(require,module,exports){
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e=r.next();if(e.done)return e;var t=e.value;return{done:!1,value:[t.key,t.attributes,t.source.key,t.target.key,t.source.attributes,t.target.attributes]}}))}return N.of([n.key,n.attributes,n.source.key,n.target.key,n.source.attributes,n.target.attributes])}function X(e,t){if(0===e.size)return[];if("mixed"===t||t===e.type)return D(e._edges.keys(),e._edges.size);var n="undirected"===t?e.undirectedSize:e.directedSize,r=new Array(n),i="undirected"===t,o=0;return e._edges.forEach((function(e,t){e instanceof T===i&&(r[o++]=t)})),r}function Z(e,t,n){if(0!==e.size)if("mixed"===t||t===e.type)e._edges.forEach((function(e,t){var r=e.attributes,i=e.source,o=e.target;n(t,r,i.key,o.key,i.attributes,o.attributes)}));else{var r="undirected"===t;e._edges.forEach((function(e,t){if(e instanceof T===r){var i=e.attributes,o=e.source,a=e.target;n(t,i,o.key,a.key,o.attributes,a.attributes)}}))}}function $(e,t){return 0===e.size?N.empty():"mixed"===t?(n=e._edges.values(),new N((function(){var e=n.next();if(e.done)return e;var t=e.value;return{value:[t.key,t.attributes,t.source.key,t.target.key,t.source.attributes,t.target.attributes],done:!1}}))):(n=e._edges.values(),new N((function e(){var r=n.next();if(r.done)return r;var i=r.value;return i instanceof T==("undirected"===t)?{value:[i.key,i.attributes,i.source.key,i.target.key,i.source.attributes,i.target.attributes],done:!1}:e()})));var n}function ee(e,t,n){var r=[];return"undirected"!==e&&("out"!==t&&Y(r,n.in),"in"!==t&&Y(r,n.out)),"directed"!==e&&Y(r,n.undirected),r}function te(e,t,n,r,i){var o=e?q:J;"undirected"!==t&&("out"!==n&&o(r.in,i),"in"!==n&&o(r.out,i)),"directed"!==t&&o(r.undirected,i)}function ne(e,t,n){var r=N.empty();return"undirected"!==e&&("out"!==t&&void 0!==n.in&&(r=I(r,B(n.in))),"in"!==t&&void 0!==n.out&&(r=I(r,B(n.out)))),"directed"!==e&&void 0!==n.undirected&&(r=I(r,B(n.undirected))),r}function re(e,t,n,r){var i=[];return"undirected"!==e&&(void 0!==n.in&&"out"!==t&&H(i,n.in,r),void 0!==n.out&&"in"!==t&&H(i,n.out,r)),"directed"!==e&&void 0!==n.undirected&&H(i,n.undirected,r),i}function ie(e,t,n,r,i){"undirected"!==e&&(void 0!==n.in&&"out"!==t&&Q(n.in,r,i),void 0!==n.out&&"in"!==t&&Q(n.out,r,i)),"directed"!==e&&void 0!==n.undirected&&Q(n.undirected,r,i)}function oe(e,t,n,r){var i=N.empty();return"undirected"!==e&&(void 0!==n.in&&"out"!==t&&r in n.in&&(i=I(i,V(n.in,r))),void 0!==n.out&&"in"!==t&&r in n.out&&(i=I(i,V(n.out,r)))),"directed"!==e&&void 0!==n.undirected&&r in n.undirected&&(i=I(i,V(n.undirected,r))),i}var ae=[{name:"neighbors",type:"mixed"},{name:"inNeighbors",type:"directed",direction:"in"},{name:"outNeighbors",type:"directed",direction:"out"},{name:"inboundNeighbors",type:"mixed",direction:"in"},{name:"outboundNeighbors",type:"mixed",direction:"out"},{name:"directedNeighbors",type:"directed"},{name:"undirectedNeighbors",type:"undirected"}];function ce(e,t){if(void 0!==t)for(var n in t)e.add(n)}function de(e,t,n){if("mixed"!==e){if("undirected"===e)return Object.keys(n.undirected);if("string"==typeof t)return Object.keys(n[t])}var r=new Set;return"undirected"!==e&&("out"!==t&&ce(r,n.in),"in"!==t&&ce(r,n.out)),"directed"!==e&&ce(r,n.undirected),D(r.values(),r.size)}function ue(e,t,n){for(var r in t){var i=t[r];i instanceof Set&&(i=i.values().next().value);var o=i.source,a=i.target,c=o===e?a:o;n(c.key,c.attributes)}}function se(e,t,n,r){for(var i in n){var o=n[i];o instanceof Set&&(o=o.values().next().value);var a=o.source,c=o.target,d=a===t?c:a;e.has(d.key)||(e.add(d.key),r(d.key,d.attributes))}}function he(e,t){var n=Object.keys(t),r=n.length,i=0;return new N((function(){if(i>=r)return{done:!0};var o=t[n[i++]];o instanceof Set&&(o=o.values().next().value);var a=o.source,c=o.target,d=a===e?c:a;return{done:!1,value:[d.key,d.attributes]}}))}function fe(e,t,n){var r=Object.keys(n),i=r.length,o=0;return new N((function a(){if(o>=i)return{done:!0};var c=n[r[o++]];c instanceof Set&&(c=c.values().next().value);var d=c.source,u=c.target,s=d===t?u:d;return e.has(s.key)?a():(e.add(s.key),{done:!1,value:[s.key,s.attributes]})}))}function pe(e,t,n,r,i){var o=e._nodes.get(r);if("undirected"!==t){if("out"!==n&&void 0!==o.in)for(var a in o.in)if(a===i)return!0;if("in"!==n&&void 0!==o.out)for(var c in o.out)if(c===i)return!0}if("directed"!==t&&void 0!==o.undirected)for(var d in o.undirected)if(d===i)return!0;return!1}function ge(e,t){var n=t.name,r=t.type,i=t.direction,o="forEach"+n[0].toUpperCase()+n.slice(1,-1);e.prototype[o]=function(e,t){if("mixed"===r||"mixed"===this.type||r===this.type){e=""+e;var n=this._nodes.get(e);if(void 0===n)throw new U("Graph.".concat(o,': could not find the "').concat(e,'" node in the graph.'));!function(e,t,n,r){if("mixed"!==e){if("undirected"===e)return ue(n,n.undirected,r);if("string"==typeof t)return ue(n,n[t],r)}var i=new Set;"undirected"!==e&&("out"!==t&&se(i,n,n.in,r),"in"!==t&&se(i,n,n.out,r)),"directed"!==e&&se(i,n,n.undirected,r)}("mixed"===r?this.type:r,i,n,t)}}}function le(e,t){var n=t.name,r=t.type,i=t.direction,o=n.slice(0,-1)+"Entries";e.prototype[o]=function(e){if("mixed"!==r&&"mixed"!==this.type&&r!==this.type)return N.empty();e=""+e;var t=this._nodes.get(e);if(void 0===t)throw new U("Graph.".concat(o,': could not find the "').concat(e,'" node in the graph.'));return function(e,t,n){if("mixed"!==e){if("undirected"===e)return he(n,n.undirected);if("string"==typeof t)return he(n,n[t])}var r=N.empty(),i=new Set;return"undirected"!==e&&("out"!==t&&(r=I(r,fe(i,n,n.in))),"in"!==t&&(r=I(r,fe(i,n,n.out)))),"directed"!==e&&(r=I(r,fe(i,n,n.undirected))),r}("mixed"===r?this.type:r,i,t)}}function ye(e,t){var n={key:e};return Object.keys(t.attributes).length&&(n.attributes=d({},t.attributes)),n}function ve(e,t){var n={source:t.source.key,target:t.target.key};return t.generatedKey||(n.key=e),Object.keys(t.attributes).length&&(n.attributes=d({},t.attributes)),t instanceof T&&(n.undirected=!0),n}function we(e){return h(e)?"key"in e?!("attributes"in e)||h(e.attributes)&&null!==e.attributes?null:"invalid-attributes":"no-key":"not-object"}function be(e){return h(e)?"source"in e?"target"in e?!("attributes"in e)||h(e.attributes)&&null!==e.attributes?"undirected"in e&&"boolean"!=typeof e.undirected?"invalid-undirected":null:"invalid-attributes":"no-target":"no-source":"not-object"}var me=new Set(["directed","undirected","mixed"]),_e=new Set(["domain","_events","_eventsCount","_maxListeners"]),Ge={allowSelfLoops:!0,edgeKeyGenerator:null,multi:!1,type:"mixed"};function Ee(e,t,n,r,i,o,a,c){if(!r&&"undirected"===e.type)throw new z("Graph.".concat(t,": you cannot add a directed edge to an undirected graph. Use the #.addEdge or #.addUndirectedEdge instead."));if(r&&"directed"===e.type)throw new z("Graph.".concat(t,": you cannot add an undirected edge to a directed graph. Use the #.addEdge or #.addDirectedEdge instead."));if(c&&!h(c))throw new j("Graph.".concat(t,': invalid attributes. Expecting an object but got "').concat(c,'"'));if(o=""+o,a=""+a,c=c||{},!e.allowSelfLoops&&o===a)throw new z("Graph.".concat(t,': source & target are the same ("').concat(o,"\"), thus creating a loop explicitly forbidden by this graph 'allowSelfLoops' option set to false."));var d=e._nodes.get(o),u=e._nodes.get(a);if(!d)throw new U("Graph.".concat(t,': source node "').concat(o,'" not found.'));if(!u)throw new U("Graph.".concat(t,': target node "').concat(a,'" not found.'));var s={key:null,undirected:r,source:o,target:a,attributes:c};if(n&&(i=e._edgeKeyGenerator(s)),i=""+i,e._edges.has(i))throw new z("Graph.".concat(t,': the "').concat(i,'" edge already exists in the graph.'));if(!e.multi&&(r?void 0!==d.undirected[a]:void 0!==d.out[a]))throw new z("Graph.".concat(t,': an edge linking "').concat(o,'" to "').concat(a,"\" already exists. If you really want to add multiple edges linking those nodes, you should create a multi graph by using the 'multi' option."));var f=new(r?T:C)(i,n,d,u,c);return e._edges.set(i,f),o===a?r?d.undirectedSelfLoops++:d.directedSelfLoops++:r?(d.undirectedDegree++,u.undirectedDegree++):(d.outDegree++,u.inDegree++),P(e,r,f,o,a,d,u),r?e._undirectedSize++:e._directedSize++,s.key=i,e.emit("edgeAdded",s),i}function ke(e,t,n,r,i,o,a,c){if(!r&&"undirected"===e.type)throw new z("Graph.".concat(t,": you cannot add a directed edge to an undirected graph. Use the #.addEdge or #.addUndirectedEdge instead."));if(r&&"directed"===e.type)throw new z("Graph.".concat(t,": you cannot add an undirected edge to a directed graph. Use the #.addEdge or #.addDirectedEdge instead."));if(c&&!h(c))throw new j("Graph.".concat(t,': invalid attributes. Expecting an object but got "').concat(c,'"'));if(o=""+o,a=""+a,c=c||{},!e.allowSelfLoops&&o===a)throw new z("Graph.".concat(t,': source & target are the same ("').concat(o,"\"), thus creating a loop explicitly forbidden by this graph 'allowSelfLoops' option set to false."));var s,f,p=e._nodes.get(o),g=e._nodes.get(a),l=null;if(!n&&(s=e._edges.get(i))){if(s.source!==o||s.target!==a||r&&(s.source!==a||s.target!==o))throw new z("Graph.".concat(t,': inconsistency detected when attempting to merge the "').concat(i,'" edge with "').concat(o,'" source & "').concat(a,'" target vs. (').concat(s.source,", ").concat(s.target,")."));l=i}if(l||e.multi||!p||(r?void 0===p.undirected[a]:void 0===p.out[a])||(f=u(e,o,a,r?"undirected":"directed")),f)return c?(d(f.attributes,c),l):l;var y={key:null,undirected:r,source:o,target:a,attributes:c};if(n&&(i=e._edgeKeyGenerator(y)),i=""+i,e._edges.has(i))throw new z("Graph.".concat(t,': the "').concat(i,'" edge already exists in the graph.'));return p||(e.addNode(o),p=e._nodes.get(o),o===a&&(g=p)),g||(e.addNode(a),g=e._nodes.get(a)),s=new(r?T:C)(i,n,p,g,c),e._edges.set(i,s),o===a?r?p.undirectedSelfLoops++:p.directedSelfLoops++:r?(p.undirectedDegree++,g.undirectedDegree++):(p.outDegree++,g.inDegree++),P(e,r,s,o,a,p,g),r?e._undirectedSize++:e._directedSize++,y.key=i,e.emit("edgeAdded",y),i}var xe=function(e){function n(t){var n;if(n=e.call(this)||this,(t=d({},Ge,t)).edgeKeyGenerator&&"function"!=typeof t.edgeKeyGenerator)throw new j("Graph.constructor: invalid 'edgeKeyGenerator' option. Expecting a function but got \"".concat(t.edgeKeyGenerator,'".'));if("boolean"!=typeof t.multi)throw new j("Graph.constructor: invalid 'multi' option. Expecting a boolean but got \"".concat(t.multi,'".'));if(!me.has(t.type))throw new j('Graph.constructor: invalid \'type\' option. Should be one of "mixed", "directed" or "undirected" but got "'.concat(t.type,'".'));if("boolean"!=typeof t.allowSelfLoops)throw new j("Graph.constructor: invalid 'allowSelfLoops' option. Expecting a boolean but got \"".concat(t.allowSelfLoops,'".'));var r,i="mixed"===t.type?O:"directed"===t.type?K:M;return p(c(n),"NodeDataClass",i),p(c(n),"_attributes",{}),p(c(n),"_nodes",new Map),p(c(n),"_edges",new Map),p(c(n),"_directedSize",0),p(c(n),"_undirectedSize",0),p(c(n),"_edgeKeyGenerator",t.edgeKeyGenerator||(r=0,function(){return"_geid".concat(r++,"_")})),p(c(n),"_options",t),_e.forEach((function(e){return p(c(n),e,n[e])})),g(c(n),"order",(function(){return n._nodes.size})),g(c(n),"size",(function(){return n._edges.size})),g(c(n),"directedSize",(function(){return n._directedSize})),g(c(n),"undirectedSize",(function(){return n._undirectedSize})),g(c(n),"multi",n._options.multi),g(c(n),"type",n._options.type),g(c(n),"allowSelfLoops",n._options.allowSelfLoops),n}t(n,e);var r=n.prototype;return r.hasNode=function(e){return this._nodes.has(""+e)},r.hasDirectedEdge=function(e,t){if("undirected"===this.type)return!1;if(1===arguments.length){var n=""+e,r=this._edges.get(n);return!!r&&r instanceof C}if(2===arguments.length){e=""+e,t=""+t;var i=this._nodes.get(e);if(!i)return!1;var o=i.out[t];return!!o&&(!this.multi||!!o.size)}throw new j("Graph.hasDirectedEdge: invalid arity (".concat(arguments.length,", instead of 1 or 2). You can either ask for an edge id or for the existence of an edge between a source & a target."))},r.hasUndirectedEdge=function(e,t){if("directed"===this.type)return!1;if(1===arguments.length){var n=""+e,r=this._edges.get(n);return!!r&&r instanceof T}if(2===arguments.length){e=""+e,t=""+t;var i=this._nodes.get(e);if(!i)return!1;var o=i.undirected[t];return!!o&&(!this.multi||!!o.size)}throw new j("Graph.hasDirectedEdge: invalid arity (".concat(arguments.length,", instead of 1 or 2). You can either ask for an edge id or for the existence of an edge between a source & a target."))},r.hasEdge=function(e,t){if(1===arguments.length){var n=""+e;return this._edges.has(n)}if(2===arguments.length){e=""+e,t=""+t;var r=this._nodes.get(e);if(!r)return!1;var i=void 0!==r.out&&r.out[t];return i||(i=void 0!==r.undirected&&r.undirected[t]),!!i&&(!this.multi||!!i.size)}throw new j("Graph.hasEdge: invalid arity (".concat(arguments.length,", instead of 1 or 2). You can either ask for an edge id or for the existence of an edge between a source & a target."))},r.directedEdge=function(e,t){if("undirected"!==this.type){if(e=""+e,t=""+t,this.multi)throw new z("Graph.directedEdge: this method is irrelevant with multigraphs since there might be multiple edges between source & target. See #.directedEdges instead.");var n=this._nodes.get(e);if(!n)throw new U('Graph.directedEdge: could not find the "'.concat(e,'" source node in the graph.'));if(!this._nodes.has(t))throw new U('Graph.directedEdge: could not find the "'.concat(t,'" target node in the graph.'));var r=n.out&&n.out[t]||void 0;return r?r.key:void 0}},r.undirectedEdge=function(e,t){if("directed"!==this.type){if(e=""+e,t=""+t,this.multi)throw new z("Graph.undirectedEdge: this method is irrelevant with multigraphs since there might be multiple edges between source & target. See #.undirectedEdges instead.");var n=this._nodes.get(e);if(!n)throw new U('Graph.undirectedEdge: could not find the "'.concat(e,'" source node in the graph.'));if(!this._nodes.has(t))throw new U('Graph.undirectedEdge: could not find the "'.concat(t,'" target node in the graph.'));var r=n.undirected&&n.undirected[t]||void 0;return r?r.key:void 0}},r.edge=function(e,t){if(this.multi)throw new z("Graph.edge: this method is irrelevant with multigraphs since there might be multiple edges between source & target. See #.edges instead.");e=""+e,t=""+t;var n=this._nodes.get(e);if(!n)throw new U('Graph.edge: could not find the "'.concat(e,'" source node in the graph.'));if(!this._nodes.has(t))throw new U('Graph.edge: could not find the "'.concat(t,'" target node in the graph.'));var r=n.out&&n.out[t]||n.undirected&&n.undirected[t]||void 0;if(r)return r.key},r.inDegree=function(e){var t=!(arguments.length>1&&void 0!==arguments[1])||arguments[1];if("boolean"!=typeof t)throw new j('Graph.inDegree: Expecting a boolean but got "'.concat(t,'" for the second parameter (allowing self-loops to be counted).'));e=""+e;var n=this._nodes.get(e);if(!n)throw new U('Graph.inDegree: could not find the "'.concat(e,'" node in the graph.'));if("undirected"===this.type)return 0;var r=t?n.directedSelfLoops:0;return n.inDegree+r},r.outDegree=function(e){var t=!(arguments.length>1&&void 0!==arguments[1])||arguments[1];if("boolean"!=typeof t)throw new j('Graph.outDegree: Expecting a boolean but got "'.concat(t,'" for the second parameter (allowing self-loops to be counted).'));e=""+e;var n=this._nodes.get(e);if(!n)throw new U('Graph.outDegree: could not find the "'.concat(e,'" node in the graph.'));if("undirected"===this.type)return 0;var r=t?n.directedSelfLoops:0;return n.outDegree+r},r.directedDegree=function(e){var t=!(arguments.length>1&&void 0!==arguments[1])||arguments[1];if("boolean"!=typeof t)throw new j('Graph.directedDegree: Expecting a boolean but got "'.concat(t,'" for the second parameter (allowing self-loops to be counted).'));if(e=""+e,!this.hasNode(e))throw new U('Graph.directedDegree: could not find the "'.concat(e,'" node in the graph.'));return"undirected"===this.type?0:this.inDegree(e,t)+this.outDegree(e,t)},r.undirectedDegree=function(e){var t=!(arguments.length>1&&void 0!==arguments[1])||arguments[1];if("boolean"!=typeof t)throw new j('Graph.undirectedDegree: Expecting a boolean but got "'.concat(t,'" for the second parameter (allowing self-loops to be counted).'));if(e=""+e,!this.hasNode(e))throw new U('Graph.undirectedDegree: could not find the "'.concat(e,'" node in the graph.'));if("directed"===this.type)return 0;var n=this._nodes.get(e),r=t?2*n.undirectedSelfLoops:0;return n.undirectedDegree+r},r.degree=function(e){var t=!(arguments.length>1&&void 0!==arguments[1])||arguments[1];if("boolean"!=typeof t)throw new j('Graph.degree: Expecting a boolean but got "'.concat(t,'" for the second parameter (allowing self-loops to be counted).'));if(e=""+e,!this.hasNode(e))throw new U('Graph.degree: could not find the "'.concat(e,'" node in the graph.'));var n=0;return"undirected"!==this.type&&(n+=this.directedDegree(e,t)),"directed"!==this.type&&(n+=this.undirectedDegree(e,t)),n},r.source=function(e){e=""+e;var t=this._edges.get(e);if(!t)throw new U('Graph.source: could not find the "'.concat(e,'" edge in the graph.'));return t.source.key},r.target=function(e){e=""+e;var t=this._edges.get(e);if(!t)throw new U('Graph.target: could not find the "'.concat(e,'" edge in the graph.'));return t.target.key},r.extremities=function(e){e=""+e;var t=this._edges.get(e);if(!t)throw new U('Graph.extremities: could not find the "'.concat(e,'" edge in the graph.'));return[t.source.key,t.target.key]},r.opposite=function(e,t){if(e=""+e,t=""+t,!this._nodes.has(e))throw new U('Graph.opposite: could not find the "'.concat(e,'" node in the graph.'));var n=this._edges.get(t);if(!n)throw new U('Graph.opposite: could not find the "'.concat(t,'" edge in the graph.'));var r=n.source,i=n.target,o=r.key,a=i.key;if(e!==o&&e!==a)throw new U('Graph.opposite: the "'.concat(e,'" node is not attached to the "').concat(t,'" edge (').concat(o,", ").concat(a,")."));return e===o?a:o},r.undirected=function(e){e=""+e;var t=this._edges.get(e);if(!t)throw new U('Graph.undirected: could not find the "'.concat(e,'" edge in the graph.'));return t instanceof T},r.directed=function(e){e=""+e;var t=this._edges.get(e);if(!t)throw new U('Graph.directed: could not find the "'.concat(e,'" edge in the graph.'));return t instanceof C},r.selfLoop=function(e){e=""+e;var t=this._edges.get(e);if(!t)throw new U('Graph.selfLoop: could not find the "'.concat(e,'" edge in the graph.'));return t.source===t.target},r.addNode=function(e,t){if(t&&!h(t))throw new j('Graph.addNode: invalid attributes. Expecting an object but got "'.concat(t,'"'));if(e=""+e,t=t||{},this._nodes.has(e))throw new z('Graph.addNode: the "'.concat(e,'" node already exist in the graph.'));var n=new this.NodeDataClass(e,t);return this._nodes.set(e,n),this.emit("nodeAdded",{key:e,attributes:t}),e},r.mergeNode=function(e,t){if(t&&!h(t))throw new j('Graph.mergeNode: invalid attributes. Expecting an object but got "'.concat(t,'"'));e=""+e,t=t||{};var n=this._nodes.get(e);return n?(t&&d(n.attributes,t),e):(n=new this.NodeDataClass(e,t),this._nodes.set(e,n),this.emit("nodeAdded",{key:e,attributes:t}),e)},r.dropNode=function(e){if(e=""+e,!this.hasNode(e))throw new U('Graph.dropNode: could not find the "'.concat(e,'" node in the graph.'));for(var t=this.edges(e),n=0,r=t.length;n1){var n=""+arguments[0],r=""+arguments[1];if(!(t=u(this,n,r,this.type)))throw new U('Graph.dropEdge: could not find the "'.concat(n,'" -> "').concat(r,'" edge in the graph.'))}else if(e=""+e,!(t=this._edges.get(e)))throw new U('Graph.dropEdge: could not find the "'.concat(e,'" edge in the graph.'));this._edges.delete(t.key);var i=t,o=i.source,a=i.target,c=i.attributes,d=t instanceof T;return o===a?o.selfLoops--:d?(o.undirectedDegree--,a.undirectedDegree--):(o.outDegree--,a.inDegree--),W(this,d,t),d?this._undirectedSize--:this._directedSize--,this.emit("edgeDropped",{key:e,attributes:c,source:o.key,target:a.key,undirected:d}),this},r.clear=function(){this._edges.clear(),this._nodes.clear(),this.emit("cleared")},r.clearEdges=function(){this._edges.clear(),this.clearIndex(),this.emit("edgesCleared")},r.getAttribute=function(e){return this._attributes[e]},r.getAttributes=function(){return this._attributes},r.hasAttribute=function(e){return this._attributes.hasOwnProperty(e)},r.setAttribute=function(e,t){return this._attributes[e]=t,this.emit("attributesUpdated",{type:"set",meta:{name:e,value:t}}),this},r.updateAttribute=function(e,t){if("function"!=typeof t)throw new j("Graph.updateAttribute: updater should be a function.");return this._attributes[e]=t(this._attributes[e]),this.emit("attributesUpdated",{type:"set",meta:{name:e,value:this._attributes[e]}}),this},r.removeAttribute=function(e){return delete this._attributes[e],this.emit("attributesUpdated",{type:"remove",meta:{name:e}}),this},r.replaceAttributes=function(e){if(!h(e))throw new j("Graph.replaceAttributes: provided attributes are not a plain object.");var t=this._attributes;return this._attributes=e,this.emit("attributesUpdated",{type:"replace",meta:{before:t,after:e}}),this},r.mergeAttributes=function(e){if(!h(e))throw new j("Graph.mergeAttributes: provided attributes are not a plain object.");return this._attributes=d(this._attributes,e),this.emit("attributesUpdated",{type:"merge",meta:{data:this._attributes}}),this},r.getNodeAttribute=function(e,t){e=""+e;var n=this._nodes.get(e);if(!n)throw new U('Graph.getNodeAttribute: could not find the "'.concat(e,'" node in the graph.'));return n.attributes[t]},r.getNodeAttributes=function(e){e=""+e;var t=this._nodes.get(e);if(!t)throw new U('Graph.getNodeAttributes: could not find the "'.concat(e,'" node in the graph.'));return t.attributes},r.hasNodeAttribute=function(e,t){e=""+e;var n=this._nodes.get(e);if(!n)throw new U('Graph.hasNodeAttribute: could not find the "'.concat(e,'" node in the graph.'));return n.attributes.hasOwnProperty(t)},r.setNodeAttribute=function(e,t,n){e=""+e;var r=this._nodes.get(e);if(!r)throw new U('Graph.setNodeAttribute: could not find the "'.concat(e,'" node in the graph.'));if(arguments.length<3)throw new j("Graph.setNodeAttribute: not enough arguments. Either you forgot to pass the attribute's name or value, or you meant to use #.replaceNodeAttributes / #.mergeNodeAttributes instead.");return r.attributes[t]=n,this.emit("nodeAttributesUpdated",{key:e,type:"set",meta:{name:t,value:n}}),this},r.updateNodeAttribute=function(e,t,n){e=""+e;var r=this._nodes.get(e);if(!r)throw new U('Graph.updateNodeAttribute: could not find the "'.concat(e,'" node in the graph.'));if(arguments.length<3)throw new j("Graph.updateNodeAttribute: not enough arguments. Either you forgot to pass the attribute's name or updater, or you meant to use #.replaceNodeAttributes / #.mergeNodeAttributes instead.");if("function"!=typeof n)throw new j("Graph.updateAttribute: updater should be a function.");var i=r.attributes;return i[t]=n(i[t]),this.emit("nodeAttributesUpdated",{key:e,type:"set",meta:{name:t,value:i[t]}}),this},r.removeNodeAttribute=function(e,t){e=""+e;var n=this._nodes.get(e);if(!n)throw new U('Graph.hasNodeAttribute: could not find the "'.concat(e,'" node in the graph.'));return delete n.attributes[t],this.emit("nodeAttributesUpdated",{key:e,type:"remove",meta:{name:t}}),this},r.replaceNodeAttributes=function(e,t){e=""+e;var n=this._nodes.get(e);if(!n)throw new U('Graph.replaceNodeAttributes: could not find the "'.concat(e,'" node in the graph.'));if(!h(t))throw new j("Graph.replaceNodeAttributes: provided attributes are not a plain object.");var r=n.attributes;return n.attributes=t,this.emit("nodeAttributesUpdated",{key:e,type:"replace",meta:{before:r,after:t}}),this},r.mergeNodeAttributes=function(e,t){e=""+e;var n=this._nodes.get(e);if(!n)throw new U('Graph.mergeNodeAttributes: could not find the "'.concat(e,'" node in the graph.'));if(!h(t))throw new j("Graph.mergeNodeAttributes: provided attributes are not a plain object.");return d(n.attributes,t),this.emit("nodeAttributesUpdated",{key:e,type:"merge",meta:{data:t}}),this},r.forEach=function(e){if("function"!=typeof e)throw new j("Graph.forEach: expecting a callback.");this._edges.forEach((function(t,n){var r=t.source,i=t.target;e(r.key,i.key,r.attributes,i.attributes,n,t.attributes)}))},r.adjacency=function(){var e=this._edges.values();return new N((function(){var t=e.next();if(t.done)return t;var n=t.value,r=n.source,i=n.target;return{done:!1,value:[r.key,i.key,r.attributes,i.attributes,n.key,n.attributes]}}))},r.nodes=function(){return D(this._nodes.keys(),this._nodes.size)},r.forEachNode=function(e){if("function"!=typeof e)throw new j("Graph.forEachNode: expecting a callback.");this._nodes.forEach((function(t,n){e(n,t.attributes)}))},r.nodeEntries=function(){var e=this._nodes.values();return new N((function(){var t=e.next();if(t.done)return t;var n=t.value;return{value:[n.key,n.attributes],done:!1}}))},r.exportNode=function(e){e=""+e;var t=this._nodes.get(e);if(!t)throw new U('Graph.exportNode: could not find the "'.concat(e,'" node in the graph.'));return ye(e,t)},r.exportEdge=function(e){e=""+e;var t=this._edges.get(e);if(!t)throw new U('Graph.exportEdge: could not find the "'.concat(e,'" edge in the graph.'));return ve(e,t)},r.export=function(){var e=new Array(this._nodes.size),t=0;this._nodes.forEach((function(n,r){e[t++]=ye(r,n)}));var n=new Array(this._edges.size);return t=0,this._edges.forEach((function(e,r){n[t++]=ve(r,e)})),{attributes:this.getAttributes(),nodes:e,edges:n}},r.importNode=function(e){var t=arguments.length>1&&void 0!==arguments[1]&&arguments[1],n=we(e);if(n){if("not-object"===n)throw new j('Graph.importNode: invalid serialized node. A serialized node should be a plain object with at least a "key" property.');if("no-key"===n)throw new j("Graph.importNode: no key provided.");if("invalid-attributes"===n)throw new j("Graph.importNode: invalid attributes. Attributes should be a plain object, null or omitted.")}var r=e.key,i=e.attributes,o=void 0===i?{}:i;return t?this.mergeNode(r,o):this.addNode(r,o),this},r.importEdge=function(e){var t=arguments.length>1&&void 0!==arguments[1]&&arguments[1],n=be(e);if(n){if("not-object"===n)throw new j('Graph.importEdge: invalid serialized edge. A serialized edge should be a plain object with at least a "source" & "target" property.');if("no-source"===n)throw new j("Graph.importEdge: missing souce.");if("no-target"===n)throw new j("Graph.importEdge: missing target.");if("invalid-attributes"===n)throw new j("Graph.importEdge: invalid attributes. Attributes should be a plain object, null or omitted.");if("invalid-undirected"===n)throw new j("Graph.importEdge: invalid undirected. Undirected should be boolean or omitted.")}var r=e.source,i=e.target,o=e.attributes,a=void 0===o?{}:o,c=e.undirected,d=void 0!==c&&c;return"key"in e?(t?d?this.mergeUndirectedEdgeWithKey:this.mergeDirectedEdgeWithKey:d?this.addUndirectedEdgeWithKey:this.addDirectedEdgeWithKey).call(this,e.key,r,i,a):(t?d?this.mergeUndirectedEdge:this.mergeDirectedEdge:d?this.addUndirectedEdge:this.addDirectedEdge).call(this,r,i,a),this},r.import=function(e){var t=this,n=arguments.length>1&&void 0!==arguments[1]&&arguments[1];if(s(e))return this.import(e.export(),n),this;if(!h(e))throw new j("Graph.import: invalid argument. Expecting a serialized graph or, alternatively, a Graph instance.");if(e.attributes){if(!h(e.attributes))throw new j("Graph.import: invalid attributes. Expecting a plain object.");n?this.mergeAttributes(e.attributes):this.replaceAttributes(e.attributes)}return e.nodes&&e.nodes.forEach((function(e){return t.importNode(e,n)})),e.edges&&e.edges.forEach((function(e){return t.importEdge(e,n)})),this},r.nullCopy=function(e){return new n(d({},this._options,e))},r.emptyCopy=function(e){var t=new n(d({},this._options,e));return this._nodes.forEach((function(e,n){e=new t.NodeDataClass(n,d({},e.attributes)),t._nodes.set(n,e)})),t},r.copy=function(){var e=new n(this._options);return e.import(this),e},r.upgradeToMixed=function(){return"mixed"===this.type||(this._nodes.forEach((function(e){return e.upgradeToMixed()})),this._options.type="mixed",g(this,"type",this._options.type),p(this,"NodeDataClass",O)),this},r.upgradeToMulti=function(){return this.multi||(this._options.multi=!0,g(this,"multi",!0),(e=this)._nodes.forEach((function(t,n){if(t.out)for(var r in t.out){var i=new Set;i.add(t.out[r]),t.out[r]=i,e._nodes.get(r).in[n]=i}if(t.undirected)for(var o in t.undirected)if(!(o>n)){var a=new Set;a.add(t.undirected[o]),t.undirected[o]=a,e._nodes.get(o).undirected[n]=a}}))),this;var e},r.clearIndex=function(){return this._nodes.forEach((function(e){void 0!==e.in&&(e.in={},e.out={}),void 0!==e.undirected&&(e.undirected={})})),this},r.toJSON=function(){return this.export()},r.toString=function(){var e=this.order>1||0===this.order,t=this.size>1||0===this.size;return"Graph<".concat(f(this.order)," node").concat(e?"s":"",", ").concat(f(this.size)," edge").concat(t?"s":"",">")},r.inspect=function(){var e=this,t={};this._nodes.forEach((function(e,n){t[n]=e.attributes}));var n={},r={};this._edges.forEach((function(t,i){var o=t instanceof T?"--":"->",a="",c="(".concat(t.source.key,")").concat(o,"(").concat(t.target.key,")");t.generatedKey?e.multi&&(void 0===r[c]?r[c]=0:r[c]++,a+="".concat(r[c],". ")):a+="[".concat(i,"]: "),n[a+=c]=t.attributes}));var i={};for(var o in this)this.hasOwnProperty(o)&&!_e.has(o)&&"function"!=typeof this[o]&&(i[o]=this[o]);return i.attributes=this._attributes,i.nodes=t,i.edges=n,p(i,"constructor",this.constructor),i},n}(y);"undefined"!=typeof Symbol&&(xe.prototype[Symbol.for("nodejs.util.inspect.custom")]=xe.prototype.inspect),[{name:function(e){return"".concat(e,"Edge")},generateKey:!0},{name:function(e){return"".concat(e,"DirectedEdge")},generateKey:!0,type:"directed"},{name:function(e){return"".concat(e,"UndirectedEdge")},generateKey:!0,type:"undirected"},{name:function(e){return"".concat(e,"EdgeWithKey")}},{name:function(e){return"".concat(e,"DirectedEdgeWithKey")},type:"directed"},{name:function(e){return"".concat(e,"UndirectedEdgeWithKey")},type:"undirected"}].forEach((function(e){["add","merge"].forEach((function(t){var n=e.name(t),r="add"===t?Ee:ke;e.generateKey?xe.prototype[n]=function(t,i,o){return r(this,n,!0,"undirected"===(e.type||this.type),null,t,i,o)}:xe.prototype[n]=function(t,i,o,a){return r(this,n,!1,"undirected"===(e.type||this.type),t,i,o,a)}}))})),"undefined"!=typeof Symbol&&(xe.prototype[Symbol.iterator]=xe.prototype.adjacency),function(e){R.forEach((function(t){var n=t.name,r=t.attacher;r(e,n("Edge"),"mixed",C),r(e,n("DirectedEdge"),"directed",C),r(e,n("UndirectedEdge"),"undirected",T)}))}(xe),function(e){F.forEach((function(t){!function(e,t){var n=t.name,r=t.type,i=t.direction;e.prototype[n]=function(e,t){if("mixed"!==r&&"mixed"!==this.type&&r!==this.type)return[];if(!arguments.length)return X(this,r);if(1===arguments.length){e=""+e;var o=this._nodes.get(e);if(void 0===o)throw new U("Graph.".concat(n,': could not find the "').concat(e,'" node in the graph.'));return ee("mixed"===r?this.type:r,i,o)}if(2===arguments.length){e=""+e,t=""+t;var a=this._nodes.get(e);if(!a)throw new U("Graph.".concat(n,': could not find the "').concat(e,'" source node in the graph.'));if(!this._nodes.has(t))throw new U("Graph.".concat(n,': could not find the "').concat(t,'" target node in the graph.'));return re(r,i,a,t)}throw new j("Graph.".concat(n,": too many arguments (expecting 0, 1 or 2 and got ").concat(arguments.length,")."))}}(e,t),function(e,t){var n=t.name,r=t.type,i=t.direction,o="forEach"+n[0].toUpperCase()+n.slice(1,-1);e.prototype[o]=function(e,t,n){if("mixed"===r||"mixed"===this.type||r===this.type){if(1===arguments.length)return Z(this,r,n=e);if(2===arguments.length){e=""+e,n=t;var a=this._nodes.get(e);if(void 0===a)throw new U("Graph.".concat(o,': could not find the "').concat(e,'" node in the graph.'));return te(this.multi,"mixed"===r?this.type:r,i,a,n)}if(3===arguments.length){e=""+e,t=""+t;var c=this._nodes.get(e);if(!c)throw new U("Graph.".concat(o,': could not find the "').concat(e,'" source node in the graph.'));if(!this._nodes.has(t))throw new U("Graph.".concat(o,': could not find the "').concat(t,'" target node in the graph.'));return ie(r,i,c,t,n)}throw new j("Graph.".concat(o,": too many arguments (expecting 1, 2 or 3 and got ").concat(arguments.length,")."))}}}(e,t),function(e,t){var n=t.name,r=t.type,i=t.direction,o=n.slice(0,-1)+"Entries";e.prototype[o]=function(e,t){if("mixed"!==r&&"mixed"!==this.type&&r!==this.type)return N.empty();if(!arguments.length)return $(this,r);if(1===arguments.length){e=""+e;var n=this._nodes.get(e);if(!n)throw new U("Graph.".concat(o,': could not find the "').concat(e,'" node in the graph.'));return ne(r,i,n)}if(2===arguments.length){e=""+e,t=""+t;var a=this._nodes.get(e);if(!a)throw new U("Graph.".concat(o,': could not find the "').concat(e,'" source node in the graph.'));if(!this._nodes.has(t))throw new U("Graph.".concat(o,': could not find the "').concat(t,'" target node in the graph.'));return oe(r,i,a,t)}throw new j("Graph.".concat(o,": too many arguments (expecting 0, 1 or 2 and got ").concat(arguments.length,")."))}}(e,t)}))}(xe),function(e){ae.forEach((function(t){!function(e,t){var n=t.name,r=t.type,i=t.direction;e.prototype[n]=function(e){if("mixed"!==r&&"mixed"!==this.type&&r!==this.type)return[];if(2===arguments.length){var t=""+arguments[0],o=""+arguments[1];if(!this._nodes.has(t))throw new U("Graph.".concat(n,': could not find the "').concat(t,'" node in the graph.'));if(!this._nodes.has(o))throw new U("Graph.".concat(n,': could not find the "').concat(o,'" node in the graph.'));return pe(this,r,i,t,o)}if(1===arguments.length){e=""+e;var a=this._nodes.get(e);if(void 0===a)throw new U("Graph.".concat(n,': could not find the "').concat(e,'" node in the graph.'));var c=de("mixed"===r?this.type:r,i,a);return c}throw new j("Graph.".concat(n,": invalid number of arguments (expecting 1 or 2 and got ").concat(arguments.length,")."))}}(e,t),ge(e,t),le(e,t)}))}(xe);var Se=function(e){function n(t){return e.call(this,d({type:"directed"},t))||this}return t(n,e),n}(xe),Ae=function(e){function n(t){return e.call(this,d({type:"undirected"},t))||this}return t(n,e),n}(xe),Ne=function(e){function n(t){return e.call(this,d({multi:!0},t))||this}return t(n,e),n}(xe),De=function(e){function n(t){return e.call(this,d({multi:!0,type:"directed"},t))||this}return t(n,e),n}(xe),Le=function(e){function n(t){return e.call(this,d({multi:!0,type:"undirected"},t))||this}return t(n,e),n}(xe);function je(e){e.from=function(t,n){var r=new e(n);return r.import(t),r}}return je(xe),je(Se),je(Ae),je(Ne),je(De),je(Le),xe.Graph=xe,xe.DirectedGraph=Se,xe.UndirectedGraph=Ae,xe.MultiGraph=Ne,xe.MultiDirectedGraph=De,xe.MultiUndirectedGraph=Le,xe.InvalidArgumentsGraphError=j,xe.NotFoundGraphError=U,xe.UsageGraphError=z,xe}));
},{}],112:[function(require,module,exports){
exports.read = function (buffer, offset, isLE, mLen, nBytes) {
var e, m
var eLen = (nBytes * 8) - mLen - 1
var eMax = (1 << eLen) - 1
var eBias = eMax >> 1
var nBits = -7
var i = isLE ? (nBytes - 1) : 0
var d = isLE ? -1 : 1
var s = buffer[offset + i]
i += d
e = s & ((1 << (-nBits)) - 1)
s >>= (-nBits)
nBits += eLen
for (; nBits > 0; e = (e * 256) + buffer[offset + i], i += d, nBits -= 8) {}
m = e & ((1 << (-nBits)) - 1)
e >>= (-nBits)
nBits += mLen
for (; nBits > 0; m = (m * 256) + buffer[offset + i], i += d, nBits -= 8) {}
if (e === 0) {
e = 1 - eBias
} else if (e === eMax) {
return m ? NaN : ((s ? -1 : 1) * Infinity)
} else {
m = m + Math.pow(2, mLen)
e = e - eBias
}
return (s ? -1 : 1) * m * Math.pow(2, e - mLen)
}
exports.write = function (buffer, value, offset, isLE, mLen, nBytes) {
var e, m, c
var eLen = (nBytes * 8) - mLen - 1
var eMax = (1 << eLen) - 1
var eBias = eMax >> 1
var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0)
var i = isLE ? 0 : (nBytes - 1)
var d = isLE ? 1 : -1
var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0
value = Math.abs(value)
if (isNaN(value) || value === Infinity) {
m = isNaN(value) ? 1 : 0
e = eMax
} else {
e = Math.floor(Math.log(value) / Math.LN2)
if (value * (c = Math.pow(2, -e)) < 1) {
e--
c *= 2
}
if (e + eBias >= 1) {
value += rt / c
} else {
value += rt * Math.pow(2, 1 - eBias)
}
if (value * c >= 2) {
e++
c /= 2
}
if (e + eBias >= eMax) {
m = 0
e = eMax
} else if (e + eBias >= 1) {
m = ((value * c) - 1) * Math.pow(2, mLen)
e = e + eBias
} else {
m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen)
e = 0
}
}
for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}
e = (e << mLen) | m
eLen += mLen
for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}
buffer[offset + i - d] |= s * 128
}
},{}],113:[function(require,module,exports){
/*!
* Determine if an object is a Buffer
*
* @author Feross Aboukhadijeh
* @license MIT
*/
// The _isBuffer check is for Safari 5-7 support, because it's missing
// Object.prototype.constructor. Remove this eventually
module.exports = function (obj) {
return obj != null && (isBuffer(obj) || isSlowBuffer(obj) || !!obj._isBuffer)
}
function isBuffer (obj) {
return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)
}
// For Node v0.10 support. Remove this eventually.
function isSlowBuffer (obj) {
return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isBuffer(obj.slice(0, 0))
}
},{}],114:[function(require,module,exports){
"use strict";
function __export(m) {
for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];
}
exports.__esModule = true;
__export(require("./isMobile"));
var isMobile_1 = require("./isMobile");
exports["default"] = isMobile_1["default"];
},{"./isMobile":115}],115:[function(require,module,exports){
"use strict";
exports.__esModule = true;
var appleIphone = /iPhone/i;
var appleIpod = /iPod/i;
var appleTablet = /iPad/i;
var appleUniversal = /\biOS-universal(?:.+)Mac\b/i;
var androidPhone = /\bAndroid(?:.+)Mobile\b/i;
var androidTablet = /Android/i;
var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i;
var amazonTablet = /Silk/i;
var windowsPhone = /Windows Phone/i;
var windowsTablet = /\bWindows(?:.+)ARM\b/i;
var otherBlackBerry = /BlackBerry/i;
var otherBlackBerry10 = /BB10/i;
var otherOpera = /Opera Mini/i;
var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i;
var otherFirefox = /Mobile(?:.+)Firefox\b/i;
var isAppleTabletOnIos13 = function (navigator) {
return (typeof navigator !== 'undefined' &&
navigator.platform === 'MacIntel' &&
typeof navigator.maxTouchPoints === 'number' &&
navigator.maxTouchPoints > 1 &&
typeof MSStream === 'undefined');
};
function createMatch(userAgent) {
return function (regex) { return regex.test(userAgent); };
}
function isMobile(param) {
var nav = {
userAgent: '',
platform: '',
maxTouchPoints: 0
};
if (!param && typeof navigator !== 'undefined') {
nav = {
userAgent: navigator.userAgent,
platform: navigator.platform,
maxTouchPoints: navigator.maxTouchPoints || 0
};
}
else if (typeof param === 'string') {
nav.userAgent = param;
}
else if (param && param.userAgent) {
nav = {
userAgent: param.userAgent,
platform: param.platform,
maxTouchPoints: param.maxTouchPoints || 0
};
}
var userAgent = nav.userAgent;
var tmp = userAgent.split('[FBAN');
if (typeof tmp[1] !== 'undefined') {
userAgent = tmp[0];
}
tmp = userAgent.split('Twitter');
if (typeof tmp[1] !== 'undefined') {
userAgent = tmp[0];
}
var match = createMatch(userAgent);
var result = {
apple: {
phone: match(appleIphone) && !match(windowsPhone),
ipod: match(appleIpod),
tablet: !match(appleIphone) &&
(match(appleTablet) || isAppleTabletOnIos13(nav)) &&
!match(windowsPhone),
universal: match(appleUniversal),
device: (match(appleIphone) ||
match(appleIpod) ||
match(appleTablet) ||
match(appleUniversal) ||
isAppleTabletOnIos13(nav)) &&
!match(windowsPhone)
},
amazon: {
phone: match(amazonPhone),
tablet: !match(amazonPhone) && match(amazonTablet),
device: match(amazonPhone) || match(amazonTablet)
},
android: {
phone: (!match(windowsPhone) && match(amazonPhone)) ||
(!match(windowsPhone) && match(androidPhone)),
tablet: !match(windowsPhone) &&
!match(amazonPhone) &&
!match(androidPhone) &&
(match(amazonTablet) || match(androidTablet)),
device: (!match(windowsPhone) &&
(match(amazonPhone) ||
match(amazonTablet) ||
match(androidPhone) ||
match(androidTablet))) ||
match(/\bokhttp\b/i)
},
windows: {
phone: match(windowsPhone),
tablet: match(windowsTablet),
device: match(windowsPhone) || match(windowsTablet)
},
other: {
blackberry: match(otherBlackBerry),
blackberry10: match(otherBlackBerry10),
opera: match(otherOpera),
firefox: match(otherFirefox),
chrome: match(otherChrome),
device: match(otherBlackBerry) ||
match(otherBlackBerry10) ||
match(otherOpera) ||
match(otherFirefox) ||
match(otherChrome)
},
any: false,
phone: false,
tablet: false
};
result.any =
result.apple.device ||
result.android.device ||
result.windows.device ||
result.other.device;
result.phone =
result.apple.phone || result.android.phone || result.windows.phone;
result.tablet =
result.apple.tablet || result.android.tablet || result.windows.tablet;
return result;
}
exports["default"] = isMobile;
},{}],116:[function(require,module,exports){
/*!
* jQuery JavaScript Library v3.5.1
* https://jquery.com/
*
* Includes Sizzle.js
* https://sizzlejs.com/
*
* Copyright JS Foundation and other contributors
* Released under the MIT license
* https://jquery.org/license
*
* Date: 2020-05-04T22:49Z
*/
( function( global, factory ) {
"use strict";
if ( typeof module === "object" && typeof module.exports === "object" ) {
// For CommonJS and CommonJS-like environments where a proper `window`
// is present, execute the factory and get jQuery.
// For environments that do not have a `window` with a `document`
// (such as Node.js), expose a factory as module.exports.
// This accentuates the need for the creation of a real `window`.
// e.g. var jQuery = require("jquery")(window);
// See ticket #14549 for more info.
module.exports = global.document ?
factory( global, true ) :
function( w ) {
if ( !w.document ) {
throw new Error( "jQuery requires a window with a document" );
}
return factory( w );
};
} else {
factory( global );
}
// Pass this if window is not defined yet
} )( typeof window !== "undefined" ? window : this, function( window, noGlobal ) {
// Edge <= 12 - 13+, Firefox <=18 - 45+, IE 10 - 11, Safari 5.1 - 9+, iOS 6 - 9.1
// throw exceptions when non-strict code (e.g., ASP.NET 4.5) accesses strict mode
// arguments.callee.caller (trac-13335). But as of jQuery 3.0 (2016), strict mode should be common
// enough that all such attempts are guarded in a try block.
"use strict";
var arr = [];
var getProto = Object.getPrototypeOf;
var slice = arr.slice;
var flat = arr.flat ? function( array ) {
return arr.flat.call( array );
} : function( array ) {
return arr.concat.apply( [], array );
};
var push = arr.push;
var indexOf = arr.indexOf;
var class2type = {};
var toString = class2type.toString;
var hasOwn = class2type.hasOwnProperty;
var fnToString = hasOwn.toString;
var ObjectFunctionString = fnToString.call( Object );
var support = {};
var isFunction = function isFunction( obj ) {
// Support: Chrome <=57, Firefox <=52
// In some browsers, typeof returns "function" for HTML